list: API endpoint for returning a list of classes and archetypes. retrieve: API endpoint for returning a particular class or archetype.

GET /v1/classes/?format=api&ordering=-archetypes
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 12,
    "next": null,
    "previous": null,
    "results": [
        {
            "name": "Warlock",
            "slug": "warlock",
            "desc": "### Otherworldly Patron \n \nAt 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. \n \n### Pact Magic \n \nYour arcane research and the magic bestowed on you by your patron have given you facility with spells. \n \n#### Cantrips \n \nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. \n \n#### Spell Slots \n \nThe Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. \n \nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell *thunderwave*, you must spend one of those slots, and you cast it as a 3rd-level spell. \n \n#### Spells Known of 1st Level and Higher \n \nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list. \n \nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. \n \nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. \n \n#### Spellcasting Ability \n \nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. \n \n**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier \n \n**Spell attack modifier** = your proficiency bonus + your Charisma modifier \n \n#### Spellcasting Focus \n \nYou can use an arcane focus as a spellcasting focus for your warlock spells. \n \n### Eldritch Invocations \n \nIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. \n \nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. \n \nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. \n \n### Pact Boon \n \nAt 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. \n \n#### Pact of the Chain \n \nYou learn the *find familiar* spell and can cast it as a ritual. The spell doesn't count against your number of spells known. \n \nWhen you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. \n \nAdditionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. \n \n#### Pact of the Blade \n \nYou can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \n \nYour pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. \n \nYou can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. \n \n#### Pact of the Tome \n \nYour patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. \n \nIf you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.\n\n\n \n> ### Your Pact Boon \n> \n> Each Pact Boon option produces a special creature or an object that reflects your patron's nature. \n> \n> **_Pact of the Chain._** Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One's nature is inscrutable, any familiar form is suitable for it. \n> \n> **_Pact of the Blade._** If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye. \n> \n> **_Pact of the Tome._** Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast. \n \n### Ability Score Improvement \n \nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. \n \n### Mystic Arcanum \n \nAt 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. \n \nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. \n \nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. \n \n### Eldritch Master \n \nAt 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. \n \n### Eldritch Invocations \n \nIf an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. \n \n#### Agonizing Blast \n \n*Prerequisite:* eldritch blast *cantrip* \n \nWhen you cast *eldritch blast*, add your Charisma modifier to the damage it deals on a hit. \n \n#### Armor of Shadows \n \nYou can cast *mage armor* on yourself at will, without expending a spell slot or material components. \n \n#### Ascendant Step \n \n*Prerequisite: 9th level* \n \nYou can cast *levitate* on yourself at will, without expending a spell slot or material components. \n \n#### Beast Speech \n \nYou can cast *speak with animals* at will, without expending a spell slot. \n \n#### Beguiling Influence \n \nYou gain proficiency in the Deception and Persuasion skills. \n \n#### Bewitching Whispers \n \n*Prerequisite: 7th level* \n \nYou can cast *compulsion* once using a warlock spell slot. You can't do so again until you finish a long rest. \n \n#### Book of Ancient Secrets \n \n*Prerequisite: Pact of the Tome feature* \n \nYou can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. \n \nOn your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. \n \n#### Chains of Carceri \n \n*Prerequisite: 15th level, Pact of the Chain feature* \n \nYou can cast *hold monster* at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. \n \n#### Devil's Sight \n \nYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. \n \n#### Dreadful Word \n \n*Prerequisite: 7th level* \n \nYou can cast *confusion* once using a warlock spell slot. You can't do so again until you finish a long rest. \n \n#### Eldritch Sight \n \nYou can cast *detect magic* at will, without expending a spell slot. \n \n#### Eldritch Spear \n \n*Prerequisite:* eldritch blast *cantrip* \n \nWhen you cast *eldritch blast*, its range is 300 feet. \n \n#### Eyes of the Rune Keeper \n \nYou can read all writing. \n \n#### Fiendish Vigor \n \nYou can cast *false life* on yourself at will as a 1st-level spell, without expending a spell slot or material components. \n \n#### Gaze of Two Minds \n \nYou can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. \n \n#### Lifedrinker \n \n*Prerequisite: 12th level, Pact of the Blade feature* \n \nWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). \n \n#### Mask of Many Faces \n \nYou can cast *disguise self* at will, without expending a spell slot. \n \n#### Master of Myriad Forms \n \n*Prerequisite: 15th level* \n \nYou can cast *alter self* at will, without expending a spell slot. \n \n#### Minions of Chaos \n \n*Prerequisite: 9th level* \n \nYou can cast *conjure elemental* once using a warlock spell slot. You can't do so again until you finish a long rest. \n \n#### Mire the Mind \n \n*Prerequisite: 5th level* \n \nYou can cast *slow* once using a warlock spell slot. You can't do so again until you finish a long rest. \n \n#### Misty Visions \n \nYou can cast *silent image* at will, without expending a spell slot or material components. \n \n#### One with Shadows \n \n*Prerequisite: 5th level* \n \nWhen you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. \n \n#### Otherworldly Leap \n \n*Prerequisite: 9th level* \n \nYou can cast *jump* on yourself at will, without expending a spell slot or material components. \n \n#### Repelling Blast \n \n*Prerequisite:* eldritch blast *cantrip* \n \nWhen you hit a creature with *eldritch blast*, you can push the creature up to 10 feet away from you in a straight line. \n \n#### Sculptor of Flesh \n \n*Prerequisite: 7th level* \n \nYou can cast *polymorph* once using a warlock spell slot. You can't do so again until you finish a long rest. \n \n#### Sign of Ill Omen \n \n*Prerequisite: 5th level* \n \nYou can cast *bestow curse* once using a warlock spell slot. You can't do so again until you finish a long rest. \n \n#### Thief of Five Fates \n \nYou can cast *bane* once using a warlock spell slot. You can't do so again until you finish a long rest. \n \n#### Thirsting Blade \n \n*Prerequisite: 5th level, Pact of the Blade feature* \n \nYou can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. \n \n#### Visions of Distant Realms \n \n*Prerequisite: 15th level* \n \nYou can cast *arcane eye* at will, without expending a spell slot. \n \n#### Voice of the Chain Master \n \n*Prerequisite: Pact of the Chain feature* \n \nYou can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. \n \n#### Whispers of the Grave \n \n*Prerequisite: 9th level* \n \nYou can cast *speak with dead* at will, without expending a spell slot. \n \n#### Witch Sight \n \n*Prerequisite: 15th level* \n \nYou can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. \n \n### Otherworldly Patrons \n \nThe beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. \n \nSome patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.",
            "hit_dice": "1d8",
            "hp_at_1st_level": "8 + your Constitution modifier",
            "hp_at_higher_levels": "1d8 (or 5) + your Constitution modifier per warlock level after 1st",
            "prof_armor": "Light armor",
            "prof_weapons": "Simple weapons",
            "prof_tools": "None",
            "prof_saving_throws": "Wisdom, Charisma",
            "prof_skills": "Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion",
            "equipment": "You start with the following equipment, in addition to the equipment granted by your background: \n* *(a)* a light crossbow and 20 bolts or (*b*) any simple weapon \n* *(a)* a component pouch or (*b*) an arcane focus \n* *(a)* a scholar's pack or (*b*) a dungeoneer's pack \n* Leather armor, any simple weapon, and two daggers",
            "table": "| Level | Proficiency Bonus | Features                        | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known | \n|-------|-------------------|---------------------------------|----------------|--------------|-------------|------------|-------------------| \n| 1st   | +2                | Otherworldly Patron, Pact Magic | 2              | 2            | 1           | 1st        | -                 | \n| 2nd   | +2                | Eldritch Invocations            | 2              | 3            | 2           | 1st        | 2                 | \n| 3rd   | +2                | Pact Boon                       | 2              | 4            | 2           | 2nd        | 2                 | \n| 4th   | +2                | Ability Score Improvement       | 3              | 5            | 2           | 2nd        | 2                 | \n| 5th   | +3                | -                               | 3              | 6            | 2           | 3rd        | 3                 | \n| 6th   | +3                | Otherworldly Patron feature     | 3              | 7            | 2           | 3rd        | 3                 | \n| 7th   | +3                | -                               | 3              | 8            | 2           | 4th        | 4                 | \n| 8th   | +3                | Ability Score Improvement       | 3              | 9            | 2           | 4th        | 4                 | \n| 9th   | +4                | -                               | 3              | 10           | 2           | 5th        | 5                 | \n| 10th  | +4                | Otherworldly Patron feature     | 4              | 10           | 2           | 5th        | 5                 | \n| 11th  | +4                | Mystic Arcanum (6th level)      | 4              | 11           | 3           | 5th        | 5                 | \n| 12th  | +4                | Ability Score Improvement       | 4              | 11           | 3           | 5th        | 6                 | \n| 13th  | +5                | Mystic Arcanum (7th level)      | 4              | 12           | 3           | 5th        | 6                 | \n| 14th  | +5                | Otherworldly Patron feature     | 4              | 12           | 3           | 5th        | 6                 | \n| 15th  | +5                | Mystic Arcanum (8th level)      | 4              | 13           | 3           | 5th        | 7                 | \n| 16th  | +5                | Ability Score Improvement       | 4              | 13           | 3           | 5th        | 7                 | \n| 17th  | +6                | Mystic Arcanum (9th level)      | 4              | 14           | 4           | 5th        | 7                 | \n| 18th  | +6                | -                               | 4              | 14           | 4           | 5th        | 8                 | \n| 19th  | +6                | Ability Score Improvement       | 4              | 15           | 4           | 5th        | 8                 | \n| 20th  | +6                | Eldritch Master                 | 4              | 15           | 4           | 5th        | 8                 |",
            "spellcasting_ability": "Charisma",
            "subtypes_name": "Otherworldly Patrons",
            "archetypes": [
                {
                    "name": "The Fiend",
                    "slug": "the-fiend",
                    "desc": "You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. \n \n##### Expanded Spell List \n \nThe Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. \n \n**Fiend Expanded Spells (table)** \n \n| Spell Level | Spells                            | \n|-------------|-----------------------------------| \n| 1st         | burning hands, command            | \n| 2nd         | blindness/deafness, scorching ray | \n| 3rd         | fireball, stinking cloud          | \n| 4th         | fire shield, wall of fire         | \n| 5th         | flame strike, hallow              | \n \n##### Dark One's Blessing \n \nStarting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). \n \n##### Dark One's Own Luck \n \nStarting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. \n \nOnce you use this feature, you can't use it again until you finish a short or long rest. \n \n##### Fiendish Resilience \n \nStarting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. \n \n##### Hurl Through Hell \n \nStarting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. \n \nAt the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. \n \nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "document__slug": "wotc-srd",
                    "document__title": "5e Core Rules",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
                },
                {
                    "name": "The Great Elder Thing",
                    "slug": "the-great-elder-thing",
                    "desc": "Your patron, if you can call it that, is an alien mind from a far realm beyond the multiverse as we know it. Not evil per se, its motives are incomprehensible to the understanding of mortals. It might see you as a tool to further these strange aims, bidding you on seemingly unconnected but always unsettling errands. Or, you might tap into its unspeakable power without so much as gaining the notice of its vast awareness, having learned the proper rituals in some maddening grimoire. If you have a name for your patron, it could be an ancient primordial, the King in Yellow, one of the gods of Pegana, or a being from the expanded Cthulhu mythos. Regardless, you can draw on strange and terrible magic from the Great Elder Thing.\n\n#### Expanded Spell List\n\nThe Great Elder Thing lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\n\n**Great Elder Thing Expanded Spells (table)**\n\n| Spell Level | Spells                               |\n|-------------|----------------------------------|\n| 1st         | dissonant whispers, hideous laughter |\n| 2nd         | detect thoughts, phantasmal force    |\n| 3rd         | clairvoyance, sending                |\n| 4th         | dominate beast, black tentacles      |\n| 5th         | dominate person, telekinesis         |\n\n#### Outward Cerebration\n\nBeginning at 1st level, you can push your thoughts into other minds, speaking telepathically to a creature within 30 feet as long as you can see that creature. The creature must know some language to hear your projections, but it does not need to speak the same language as you.\n\n#### Inhuman Reflex\n\nStarting at 6th level, you can briefly react with an impossible speed. As a reaction, triggered by an enemy attack roll targeting you, you force the creature to make the roll with disadvantage. If the enemy attack ends up missing, then you gain advantage on the next attack roll you make against that creature until the end of your next turn. You can only use this feature once per short or long rest.\n\n#### Mental Barrier\n\nAt 10th level, your thoughts become shielded against others. Your mind cannot be read by magic, telepathy, or other methods without your consent. You also become resistant to the psychic damage type, and if you do suffer psychic damage, you deal the same amount of psychic damage to the creature which dealt it to you.\n\n#### Cosmic Enthrallment\n\nStarting at 14th level, you gain the ability to flood a creature’s mind with the cosmic presence of your terrible patron. As an action, you can touch a humanoid that is incapacitated, causing it to be charmed by you. You can speak to this thrall telepathically as long as both of you remain on the same plane of existence. The charm has no end duration, but can be negated by a remove curse spell or another power that removes the charmed condition. You relinquish the charm the next time you use this feature.",
                    "document__slug": "o5e",
                    "document__title": "Open5e Original Content",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "open5e.com"
                },
                {
                    "name": "Ancient Dragons",
                    "slug": "ancient-dragons",
                    "desc": "You have made a pact with one or more ancient dragons or a dragon god. You wield a measure of their control over the elements and have insight into their deep mysteries. As your power and connection to your patron or patrons grows, you take on more draconic features, even sprouting scales and wings.\n\n##### Expanded Spell List\nThe Great Dragons allows you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\n\n**Ancient Dragons Expanded Spells (table)**\n| Spell Level   | Spells                             | \n|---------------|------------------------------------| \n| 1st           | *inflict wounds*, *magic missile*   | \n| 2nd           | *heat metal*, *scorching ray*       | \n| 3rd           | *dispel magic*, *lightning bolt*    | \n| 4th           | *greater invisibility*, *ice storm* | \n| 5th           | *cloudkill*, *flame strike*         |\n\n##### Dragon Tongue\nStarting at 1st level, you can speak, read, and write Draconic.\n\n##### Wyrmling Blessing\nAlso starting at 1st level, your connection to your draconic patron or patrons bestows a blessing upon you. When you finish a long rest, you choose which blessing to accept. You can have only one blessing at a time. The blessing lasts until you finish a long rest.\n\n***Aquatic Affinity.*** You gain a swimming speed equal to your walking speed, and you can breathe underwater. In addition, you can communicate with beasts that can breathe water as if you had cast the *speak with animals* spell.\n\n***Draconic Hunger.*** When you are below half your hit point maximum and you reduce a hostile creature to 0 hit points, you regain hit points equal to twice your proficiency bonus. This feature can restore you to no more than half of your hit point maximum.\n\n***Draconic Sight.*** You gain darkvision out to a range of 60 feet. If you already have darkvision, this blessing increases its range by 30 feet. In addition, you can use an action to create an invisible sensor within 30 feet of you in a location you can see or in an obvious location within range, such as behind a door or around a corner, for 1 minute. The sensor is an extension of your own senses, allowing you to see and hear through it as if you were in its place, but you are deaf and blind with regard to your own senses while using this sensor. As a bonus action, you can move the sensor anywhere within 30 feet of you. The sensor can move through other creatures and objects as if they were difficult terrain, and if it ends its turn inside an object, it is shunted to the nearest unoccupied space within 30 feet of you. You can use an action to end the sensor early.\n  A creature that can see the sensor, such as a creature benefiting from *see invisibility* or truesight, sees a luminous, intangible dragon's eye about the size of your fist.\n\n***Elemental Versatility.*** Choose one of the following when you accept this blessing: acid, cold, fire, lightning, or poison. You can't change the type until you finish a long rest and choose this blessing again. When you deal damage with a spell, you can choose for the spell's damage to be of the chosen type instead of its normal damage type.\n\n##### Draconic Mien\nAt 6th level, you begin to take on draconic aspects. When you finish a long rest, choose one of the following types of damage: acid, cold, fire, lightning, or poison. You have resistance to the chosen damage type. This resistance lasts until you finish a long rest.\n  In addition, as an action, you can harness a portion of your patrons' mighty presence, causing a spectral version of your dragon patron's visage to appear over your head. Choose up to three creatures you can see within 30 feet of you. Each target must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed or frightened (your choice) until the end of your next turn. Once you use this action, you can't use it again until you finish a short or a long rest.\n\n##### Ascended Blessing\nAt 10th level, your connection to your draconic patron or patrons grows stronger, granting you more powerful blessings. When you finish a long rest, you choose which ascended blessing to accept. While you have an ascended blessing, you receive the benefits of its associated wyrmling blessing in addition to any new features of the ascended blessing. You can have only one blessing active at a time. The blessing lasts until you finish a long rest.\n\n***Aquatic Command.*** While this blessing is active, you receive all the benefits of the Aquatic Affinity wyrmling blessing. You can cast the *control water* and *dominate beast* spells without expending spell slots. When you cast the *dominate beast* spell, you can target only beasts that can breathe water. You can cast each spell once in this way and regain the ability to do so when you finish a long rest.\n\n***Crystallized Hunger.*** While this blessing is active, you receive all the benefits of the Draconic Hunger wyrmling blessing. When you kill a creature, you can crystallize a portion of its essence to create an essence gem. This gem functions as an *ioun stone of protection*, but it works only for you and has no value. As a bonus action, you can destroy the gem to regain one expended spell slot. You can have only one essence gem at a time. If you create a new essence gem while you already have an essence gem, the previous gem crumbles to dust and is destroyed. Once you create an essence gem, you can't do so again until you finish a long rest.\n\n***Draconic Senses.*** While this blessing is active, you receive all the benefits of the Draconic Sight wyrmling blessing. You have blindsight out to a range of 15 feet, and you have advantage on Wisdom (Perception) checks.\n\n***Elemental Expertise.*** While this blessing is active, you receive all the benefits of the Elemental Versatility wyrmling blessing. When you cast a spell that deals damage of the chosen type, including a spell you changed using Elemental Versatility, you add your Charisma modifier to one damage roll of the spell. In addition, when a creature within 5 feet of you hits you with an attack, you can use your reaction to deal damage of the chosen type equal to your proficiency bonus to the attacker. You can use this reaction a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n\n##### Draconic Manifestation\nAt 14th level, you can assume the form of a dragon. As an action, you can transform into a dragon with a challenge rating as high as your warlock level divided by 3, rounded down, for 1 minute. This transformation works like the *polymorph* spell, except you can take only the form of a dragon, and you don't need to maintain concentration to maintain the transformation. While you are in the form of a dragon, you retain your Intelligence, Wisdom, and Charisma scores. For the purpose of this feature, “dragon” refers to any creature with the dragon type, including dragon turtles, drakes, and wyverns. Once you use this feature, you can't use it again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Animal Lords",
                    "slug": "animal-lords",
                    "desc": "While humanoids have vast pantheons and divine figures of every stripe, the animals of the world have much simpler forms of faith. Among each species there is always one paragon that embodies the animal spirit in a humanoid form, the better to speak to others and represent the animals in the fey courts and the Upper Planes. These timeless entities are connected to every animal of the kind they represent, and their primary concerns are for the well-being of these animals and the natural world as a whole.\n  Your patron is one such animal lord. Animal lords are varied in their motivations and often come into conflict with each other. They each command legions of animal followers and gather information from all of them. Unlike many other patrons, animal lords often have close relationships with those they bind with pacts, some to control, others to guide and advise. You are your animal lord's hand in the affairs of humanoids, and your allies are as numerous as the spiders in the corner or the birds in the sky.\n  You choose a specific animal lord to be your patron using the Animal Lord table. Each type of animal in the world can potentially have an animal lord. If you want to follow a specific type of animal lord, work with your GM to determine the animal lord's affinity and beast type and where that animal lord fits in the world. For a deeper dive on specific animal lords and for their game statistics, see *Creature Codex* and *Tome of Beasts 2*. These books aren't required to choose an animal lord as your patron or to play this class option.\n\n**Animal Lords (table)**\n| Animal Lord        | Affinity | Beast Type              | \n|--------------------|----------|-------------------------| \n| Bat King           | Air      | Bats                    | \n| Brother Ox         | Earth    | Hooved mammals          | \n| Lord of Vultures   | Air      | Vultures, birds of prey | \n| Mouse King         | Earth    | Rodents                 | \n| Queen of Birds     | Air      | Birds                   | \n| Queen of Cats      | Earth    | Felines                 | \n| Queen of Serpents  | Earth    | Reptiles                | \n| Queen of Scorpions | Earth    | Arachnids               | \n| Toad King          | Water    | Amphibians              |\n\n##### Expanded Spell List\nAnimal Lords let you choose from an expanded list of spells when you learn a warlock spell. The Animal Lord Expanded Spells table shows the animal lord spells that are added to the warlock spell list for you, along with the spells associated with your patron's affinity: air, earth, or water.\n\n**Animal Lords Expanded Spells (table)**\n| Spell Level | Animal Lord Spells    | Air Spells       | Earth Spells         | Water Spells      | \n|-------------|-----------------------|------------------|----------------------|-------------------| \n| 1st         | *Speak with Animals*  | *thunderwave*    | *longstrider*        | *fog cloud*       | \n| 2nd         | *mark prey*           | *gust of wind*   | *pass without trace* | *misty step*      | \n| 3rd         | *conjure animals*     | *fly*            | *phantom seed*       | *water breathing* | \n| 4th         | *polymorph*           | *storm of wings* | *sudden stampede*    | *control water*   | \n| 5th         | *commune with nature* | *insect plague*  | *hold monster*       | *cloudkill*       |\n\n##### Natural Blessing\nStarting at 1st level, you learn the *druidcraft* cantrip, and you gain proficiency in the Animal Handling skill.\n\n##### Animalistic Insight\nAt 1st level, your patron bestows upon you the ability to discern your foe's flaws to aid in its downfall. You can use an action to analyze one creature you can see within 30 feet of you and impart this information to your companions. You and a number of creatures within 30 feet of you equal to your proficiency bonus each gain one of the following benefits (your choice). This benefit lasts for 1 minute or until the analyzed creature dies. \n* You gain a +1 bonus to attack rolls against the analyzed creature. \n* You gain a +1 bonus to the damage roll when you hit the analyzed creature with an attack. \n* You have advantage on saving throws against the spells and effects of the analyzed creature. \n* When the analyzed creature attacks you, you gain a +1 bonus to Armor Class.\nOnce you use this feature, you can't use it again until you finish a short or long rest. When you reach 10th level in this class, each +1 bonus increases to +2.\n\n##### Patron Companion\nAt 6th level, your patron sends you a beast companion that accompanies you on your adventures and is trained to fight alongside you. The companion acts as the animal lord's eyes and ears, allowing your patron to watch over you, and, at times, advise, warn, or otherwise communicate with you.\n  Choose a beast that relates to your patron (as shown in the Beast Type column in the Animal Lords table) that has a challenge rating of 1/4 or lower. If you have the Pact of the Chain Pact Boon, this beast becomes your familiar.\n  Your patron companion is friendly to you and your companions, and you can speak with it as if you shared a language. It obeys your commands and, in combat, it shares your initiative and takes its turn immediately after yours. Your patron companion can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use a bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics. If you are incapacitated, the companion can take any action of its choice, not just Dodge.\n  If your companion dies, your patron sends a new one to you after 24 hours. If your patron companions die too often, your patron might be reluctant to send a new one or might reprimand you in other ways.\n\n##### Primal Mastery\nAt 10th level, you can use your bond to your patron to tap into the innate connection between all animals. At the end of each short or long rest, choose one of the following benefits. The benefit lasts until you finish a short or long rest. \n* **Cat Eyes.** You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. \n* **Chameleonic.** You have advantage on Dexterity (Stealth) checks. \n* **Fangs.** You grow fangs. The fangs are a natural melee weapon, which you can use to make unarmed strikes. When you hit with your fangs, you can use Charisma instead of Strength for the attack, and your fangs deal piercing damage equal to 1d6 + your Charisma modifier, instead of the bludgeoning damage normal for an unarmed strike. \n* **Hold Breath.** You can hold your breath for 10 minutes. \n* **Keen Senses.** You have advantage on Wisdom (Perception) checks that rely on hearing or smell. \n* **Leap.** Your jump distance is doubled. \n* **Spry.** You have advantage on Dexterity (Acrobatics) checks. \n* **Swift.** Your speed increases by 10 feet. \n* **Thick Hide.** You gain a +1 bonus to your Armor Class. \n* **Webbed Limbs.** You have a swimming speed of 20 feet.\n\n##### Call the Legions\nAt 14th level, you can summon a horde of beasts to come to your aid. As an action, you call upon your animal lord, and several beasts of your patron's type appear in unoccupied spaces that you can see within 60 feet of you. This works like a 7th-level *conjure* animals spell, except you don't need to maintain concentration. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Hunter in Darkness",
                    "slug": "hunter-in-darkness",
                    "desc": "The Hunter in Darkness is an entity that sees all creatures as prey and enjoys instilling fear in its prey. It prefers intelligent prey over mere beasts, as their fear tastes so much sweeter. Hunters who display impressive prowess for hunting pique its interest. The Hunter in Darkness often bestows its power on such individuals to spread fear further than the Hunter can by itself.\n  Though your patron isn't mindless, it cares only for the thrill of the hunt and the spreading of fear. It cares not what you do with the power it grants you beyond that. Your connection with the Hunter can sometimes cause changes in your worldview. You might view every creature you meet as either predator or prey, or you might face problems with a “kill or be killed” attitude.\n\n##### Expanded Spell List\nThe Hunter in Darkness lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\n\n**Hunters in Darkness Expanded Spells (table)**\n| Spell Level   | Spells                             | \n|---------------|------------------------------------| \n| 1st           | *bloodhound*, *hunter's endurance* | \n| 2nd           | *instant snare*, *mark prey*       | \n| 3rd           | *clairvoyance*, *nondetection*     | \n| 4th           | *harry*, *heart-seeking arrow*     | \n| 5th           | *killing fields*, *legend lore*    |\n\n##### Savage Hunter\nStarting at 1st level, when you reduce a hostile creature to 0 hp, its nearest ally within 30 feet of you must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of you until the end of its next turn.\n\n##### The Hunter in Darkness and Your Pact Boons\nWhen you select your pact boon at 3rd level, it is altered by your patron in the following ways.\n\n***Pact of the Chain.*** Your familiar is a hunting hound made of shadow, and it uses the statistics of a wolf.\n\n***Pact of the Blade.*** Your pact weapon can be a longbow or shortbow in addition to a melee weapon. You must provide arrows for the weapon.\n\n***Pact of the Tome.*** Your tome contains descriptions of tracks made by a multitude of creatures. If you consult your tome for 1 minute while inspecting tracks, you can identify the type of creature that left the tracks (such as a winter wolf), though not the creature's name or specific appearance (such as Frosttooth, the one-eyed leader of a notorious pack of winter wolves that terrorizes the area).\n\n##### Step Into Shadow\nBeginning at 6th level, you can disappear into darkness and reappear next to an enemy. As a bonus action while in dim light or darkness, you can disappear in a puff of inky smoke and reappear in an unoccupied space that is also in dim light or darkness within 5 feet of a creature within 30 feet of you. If that creature is frightened and you attack it, you have advantage on the attack roll. Once you use this feature, you can't use it again until you finish a short or long rest.\n\n##### Strike from the Dark\nBeginning at 10th level, your patron's constant hunger for fear inures you to it. You are immune to being frightened. In addition, when you are in dim light or darkness and you hit a creature with a weapon attack, it must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened of you for 1 minute or until it takes any damage.\n\n##### Avatar of Death\nStarting at 14th level, if you reduce a target to 0 hp with a weapon attack, you can use a bonus action to force each ally of the target within 30 feet of you to make a Wisdom saving throw against your warlock spell save DC. On a failure, the creature is frightened of you for 1 minute or until it takes any damage. If a creature is immune to being frightened, it is instead stunned until the end of its next turn. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Old Wood",
                    "slug": "old-wood",
                    "desc": "You have made a pact with the ancient intelligence of a primeval forest. Before the rise of human civilization, before the time of the elves, before even the dragons, there were the forests. Empires rise and fall around them, but the forests remain as a testament to nature's endurance.\n\nHowever, times are changing, and the unchecked growth of civilization threatens the green. The intelligences that imbue the antediluvian forests seek emissaries in the world that can act beyond their boughs, and one has heard your call for power. You are a guardian of the Old Wood, a questing branch issuing from a vast, slumbering intelligence sent to act on its behalf, perhaps even to excise these lesser beings from its borders.\n\n##### Expanded Spell List\nYour connection to the forest allows you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\n\n**Old Wood Expanded Spells (table)**\n| Spell Level   | Spells                                      | \n|---------------|---------------------------------------------| \n| 1st           | *animal friendship*, *faerie fire*          | \n| 2nd           | *animal messenger*, *spike growth*          | \n| 3rd           | *conjure animals*, *protection from energy* | \n| 4th           | *conjure woodland beings*, *giant insect*   | \n| 5th           | *greater restoration*, *tree stride*        |\n\n##### Sap Magic\nAt 1st level, your patron bestows upon you the ability to absorb magic from nearby spellcasting. When a creature casts a spell of a level you can cast or lower within 30 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 25% chance of regaining hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).\n\n##### Forest's Defender\nAt 1st level, your patron gifts you with the skills necessary to defend it. You gain proficiency with shields, and you learn the *shillelagh* cantrip. *Shillelagh* counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.\n\n##### The Old Wood and Your Pact Boons\nWhen you select your pact boon at 3rd level, it is altered by your patron in the following ways:\n\n***Pact of the Chain.*** When you conjure your familiar or change its form, you can choose the form of an awakened shrub or child of the briar (see *Tome of Beasts*) in addition to the usual familiar choices.\n\n***Pact of the Blade.*** The blade of the Old Wood is a weapon made of wood and thorns and grows out of your palm. When you cast *shillelagh*, your Pact Blade is affected by the spell, regardless of the form your Pact Blade takes.\n\n***Pact of the Tome.*** The Old Wood grows a tome for you. The tome's cover is hardened bark from the forest's native trees, and its pages are leaves whose color changes with the seasons. If you want to add a new spell to your book, you must first plant it in the ground. After 1 hour, the book emerges from the soil with the new spell inscribed on its leaves. If your tome is lost or destroyed, you must return to your patron forest for it to grow you a new one.\n\n##### Predatory Grace\nStarting at 6th level, you are able to cast *pass without trace* without expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest. In addition, difficult terrain caused by roots, underbrush, and other natural forest terrain costs you no extra movement. You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\n\n##### Nature's Endurance\nAt 10th level, your patron has suffused your body with a portion of its ability to withstand harmful magic. You gain resistance to damage from spells of a level you can cast or lower.\n\n##### Avatar of the Wood\nStarting at 14th level, you can channel the power of the forest to physically transform, taking on many of its aspects. Your legs, arms, and torso elongate, your body becomes covered in thick, dark bark, and branches sprout from your head as your hair recedes. You can transform as a bonus action and the transformation lasts 1 minute. While transformed, you gain the following benefits: \n* Your Armor Class is 16 plus your Dexterity modifier. \n* You gain tremorsense with a radius of 30 feet, and your attacks can reach 5 feet further. \n* Your hands become branch-like claws, and you can use the Attack action to attack with the claws. You are proficient with the claws, and the claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You add your Charisma modifier to your attack and damage rolls with the claws. The damage is slashing and the damage die is a d6. If you have the Pact of the Blade feature, your claw attack benefits from your invocations as if it was a pact weapon. \n* Your Sap Magic feature changes to Arcasynthesis: When a spell of 5th level or lower is cast within 60 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 50 percent chance of regaining 1d10 hp per level of the spell cast.\nOnce you use this feature, you can't use it again until you finish a short or long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Primordial",
                    "slug": "primordial",
                    "desc": "Some who search for power settle on lesser gods or demon lords, others delve into deeper mysteries until they touch elder entities. These great entities build worlds, crafting mountains and species as if sculpting clay, or annihilate them utterly. Embodying creation, destruction, and the land itself, your patron is an ancient power beyond mortal understanding.\n  Primordials stand in opposition to the Great Old Ones, the other side of the scale that maintains the balance of reality. Your primordial patron speaks to you in the language of omens, dreams, or intuition, and may call upon you to defend the natural world, to root out the forces of the Void, or even to manipulate seemingly random people or locations for reasons known only to their unfathomable purpose. While you can't grasp the full measure of your patron's designs, as long as your bond is strong, there is nothing that can stand in your way.\n\n##### Expanded Spell List\nThe Primordial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.\n\n**Primordial Expanded Spells (table)**\n| Spell Level   | Spells                           | \n|---------------|----------------------------------| \n| 1st           | *command*, *healing word*        | \n| 2nd           | *lesser restoration*, *mud*      | \n| 3rd           | *power word fling*, *revivify*   | \n| 4th           | *power word rend*, *stone shape* | \n| 5th           | *conjure elemental*, *creation*  |\n\n##### Convulsion of the Worldbuilder\nAt 1st level, you can use an action to call upon the bond between your primordial patron and the world it created to ripple shockwaves through the ground. Choose a point you can see within 60 feet of you, then choose if the ripples happen in a 30-foot cone, a 30-foot line that is 5 feet wide, or a 20-foot-radius burst. The ripples originate from or are centered on the point you chose, depending on the form the ripples take. Each creature in the cone, line, or burst must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be knocked prone. If the ground in the area is loose earth or stone, it becomes difficult terrain until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.\n  Once you use this feature, you can't use it again until you finish a short or long rest. When you reach certain levels in this class, the damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).\n\n##### Redirection\nAt 6th level, you learn to channel the reality-bending powers of your patron to avoid attacks. When a creature you can see attacks only you, you can use your reaction to redirect the attack to a target of your choice within range of the attacker's weapon or spell. If no other target is within range, you can't redirect the attack.\n  If the attack is from a spell of 4th level or higher, you must succeed on an ability check using your spellcasting ability to redirect it. The DC equals 12 + the spell's level.\n  Once you use this feature, you can't use it again until you finish a short or long rest.\n\n##### Adaptive Shroud\nAt 10th level, your bond with your patron protects you by adapting itself when you are injured. When you take damage, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn. If you expend a spell slot as part of this reaction, the resistance lasts for a number of rounds equal to your proficiency bonus. Once you use this feature, you can't use it again until you finish a short or long rest.\n\n##### Crushing Regard of the Primordial One\nAt 14th level, you learn to direct the weight of your patron's infinite gaze onto the unworthy. You can use an action to cause of the following effects. Once you use this feature, you can't use it again until you finish a long rest.\n\n***One Creature.*** One creature you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature takes 10d10 force damage and is paralyzed for 1 minute. On a successful save, the creature takes half as much damage and isn't paralyzed. At the end of each of its turns, a paralyzed target can make another Wisdom saving throw. On a success, the condition ends on the target.\n\n***Multiple Creatures.*** Each creature in a 20-footradius sphere centered on a point you can see within 100 feet of you must make a Constitution saving throw. On a failed save, a creature takes 5d10 force damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Wyrdweaver",
                    "slug": "wyrdweaver",
                    "desc": "Your patron is probability itself, the personified wellspring of chance as embodied by chosen deities, entities, and eldritch beings across the planes. By binding yourself to the Wyrdweaver, you live by the roll of the dice and the flip of the coin, delighting in the randomness of life and the thrill of new experiences. You might find yourself driven to invade a lich's keep to ask it about its favorite song, or you might leap onto a dragon's back to have the right to call yourself a dragonrider. Life with a pact-bond to your patron might not be long, but it will be exciting.\n\n##### Expanded Spell List\nThe Wyrdweaver lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock list for you.\n\n**Wyrdweaver Expanded Spells (table)**\n| Spell Level   | Spells                             | \n|---------------|------------------------------------| \n| 1st           | *bane*, *faerie fire*              | \n| 2nd           | *blur*, *frenzied bolt*            | \n| 3rd           | *bestow curse*, *hypnotic pattern* | \n| 4th           | *compulsion*, *reset*              | \n| 5th           | *battle mind*, *mislead*           |\n\n##### Probability Wellspring\nStarting at 1st level, you gain the ability to manipulate probability. You have a pool of d6s that you spend to fuel your patron abilities. The number of probability dice in the pool equals 1 + your warlock level.\n  You can use these dice to turn the odds in your or your ally's favor. When you or a friendly creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to expend probability dice from the pool, rolling the dice and adding the total result to that roll. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Your pool regains all expended dice when you finish a long rest.\n  When you reach certain levels in this class, the size of your probability dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).\n\n##### Appropriate Advantage\nAt 1st level, you learn to shift the weaves of fate to aid allies and hinder foes. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one probability die and force that creature to make a Charisma saving throw against your spell save DC, adding the probability die to the DC. On a failed save, the creature loses advantage on that roll, and one friendly creature you can see within 60 feet has advantage on its next d20 roll of the same type the creature used (attack roll, ability check, or saving throw).\n\n##### Improbable Duplicate\nAt 6th level, you can channel dark power from your patron to empower your attacks and spells. Once on each of your turns, when you hit a creature with an attack, you can expend one or more probability dice, up to half your Charisma modifier (minimum of 1), and add the probability dice to the attack's damage roll.\n\n##### Inconceivable Channeling\nAt 10th level, you learn to redirect magical energy, converting the power to restore your pool of probability dice. When a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to take the damage instead. You halve the damage you take as your probability wellspring absorbs some of the magical energy. For every 10 damage prevented in this way, you regain one expended probability die. You can't regain more than half your maximum probability dice from this feature. Once you use this feature, you can't use it again until you finish a short or long rest.\n\n##### Favored Soul\nStarting at 14th level, your very presence spins probability. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature loses advantage on the roll and has disadvantage on it, and you have advantage on one d20 roll of your choice within the next minute. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                }
            ],
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "name": "Sorcerer",
            "slug": "sorcerer",
            "desc": "### Spellcasting \n \nAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. \n \n#### Cantrips \n \nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. \n \n#### Spell Slots \n \nThe Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. \n \nFor example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either slot. \n \n#### Spells Known of 1st Level and Higher \n \nYou know two 1st-level spells of your choice from the sorcerer spell list. \n \nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. \n \nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. \n \n#### Spellcasting Ability \n \nCharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. \n \n**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier \n \n**Spell attack modifier** = your proficiency bonus + your Charisma modifier \n \n#### Spellcasting Focus \n \nYou can use an arcane focus as a spellcasting focus for your sorcerer spells. \n \n### Sorcerous Origin \n \nChoose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. \n \nYour choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. \n \n### Font of Magic \n \nAt 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. \n \n#### Sorcery Points \n \nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. \n \n#### Flexible Casting \n \nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. \n \n**_Creating Spell Slots._** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. \n \nAny spell slot you create with this feature vanishes when you finish a long rest. \n \n**Creating Spell Slots (table)** \n \n| Spell Slot Level | Sorcery Point Cost | \n|------------------|--------------------| \n| 1st              | 2                  | \n| 2nd              | 3                  | \n| 3rd              | 5                  | \n| 4th              | 6                  | \n| 5th              | 7                  | \n \n**_Converting a Spell Slot to Sorcery Points._** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. \n \n### Metamagic \n \nAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. \n \nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted. \n \n#### Careful Spell \n \nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. \n \n#### Distant Spell \n \nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. \n \nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. \n \n#### Empowered Spell \n \nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. \n \nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. \n \n#### Extended Spell \n \nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. \n \n#### Heightened Spell \n \nWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. \n \n#### Quickened Spell \n \nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. \n \n#### Subtle Spell \n \nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. \n \n#### Twinned Spell \n \nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). \n \nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, *magic missile* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb* are. \n \n### Ability Score Improvement \n \nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. \n \n### Sorcerous Restoration \n \nAt 20th level, you regain 4 expended sorcery points whenever you finish a short rest. \n \n### Sorcerous Origins \n \nDifferent sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic.",
            "hit_dice": "1d6",
            "hp_at_1st_level": "6 + your Constitution modifier",
            "hp_at_higher_levels": "1d6 (or 4) + your Constitution modifier per sorcerer level after 1st",
            "prof_armor": "None",
            "prof_weapons": "Daggers, darts, slings, quarterstaffs, light crossbows",
            "prof_tools": "None",
            "prof_saving_throws": "Constitution, Charisma",
            "prof_skills": "Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion",
            "equipment": "You start with the following equipment, in addition to the equipment granted by your background: \n* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon \n* (*a*) a component pouch or (*b*) an arcane focus \n* (*a*) a dungeoneer's pack or (*b*) an explorer's pack \n* Two daggers",
            "table": "| Level | Proficiency Bonus | Sorcery Points | Features                       | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | \n|-------|-------------------|----------------|--------------------------------|----------------|--------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| \n| 1st   | +2                | -              | Spellcasting, Sorcerous Origin | 4              | 2            | 2   | -   | -   | -   | -   | -   | -   | -   | -   | \n| 2nd   | +2                | 2              | Font of Magic                  | 4              | 3            | 3   | -   | -   | -   | -   | -   | -   | -   | -   | \n| 3rd   | +2                | 3              | Metamagic                      | 4              | 4            | 4   | 2   | -   | -   | -   | -   | -   | -   | -   | \n| 4th   | +2                | 4              | Ability Score Improvement      | 5              | 5            | 4   | 3   | -   | -   | -   | -   | -   | -   | -   | \n| 5th   | +3                | 5              | -                              | 5              | 6            | 4   | 3   | 2   | -   | -   | -   | -   | -   | -   | \n| 6th   | +3                | 6              | Sorcerous Origin Feature       | 5              | 7            | 4   | 3   | 3   | -   | -   | -   | -   | -   | -   | \n| 7th   | +3                | 7              | -                              | 5              | 8            | 4   | 3   | 3   | 1   | -   | -   | -   | -   | -   | \n| 8th   | +3                | 8              | Ability Score Improvement      | 5              | 9            | 4   | 3   | 3   | 2   | -   | -   | -   | -   | -   | \n| 9th   | +4                | 9              | -                              | 5              | 10           | 4   | 3   | 3   | 3   | 1   | -   | -   | -   | -   | \n| 10th  | +4                | 10             | Metamagic                      | 6              | 11           | 4   | 3   | 3   | 3   | 2   | -   | -   | -   | -   | \n| 11th  | +4                | 11             | -                              | 6              | 12           | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   | \n| 12th  | +4                | 12             | Ability Score Improvement      | 6              | 12           | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   | \n| 13th  | +5                | 13             | -                              | 6              | 13           | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   | \n| 14th  | +5                | 14             | Sorcerous Origin Feature       | 6              | 13           | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   | \n| 15th  | +5                | 15             | -                              | 6              | 14           | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   | \n| 16th  | +5                | 16             | Ability Score Improvement      | 6              | 14           | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   | \n| 17th  | +6                | 17             | Metamagic                      | 6              | 15           | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | 1   | \n| 18th  | +6                | 18             | Sorcerous Origin Feature       | 6              | 15           | 4   | 3   | 3   | 3   | 3   | 1   | 1   | 1   | 1   | \n| 19th  | +6                | 19             | Ability Score Improvement      | 6              | 15           | 4   | 3   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | \n| 20th  | +6                | 20             | Sorcerous Restoration          | 6              | 15           | 4   | 3   | 3   | 3   | 3   | 2   | 2   | 1   | 1   |",
            "spellcasting_ability": "Charisma",
            "subtypes_name": "Sorcerous Origins",
            "archetypes": [
                {
                    "name": "Draconic Bloodline",
                    "slug": "draconic-bloodline",
                    "desc": "Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. \n \n##### Dragon Ancestor \n \nAt 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. \n \n**Draconic Ancestry (table)** \n \n| Dragon | Damage Type | \n|--------|-------------| \n| Black  | Acid        | \n| Blue   | Lightning   | \n| Brass  | Fire        | \n| Bronze | Lightning   | \n| Copper | Acid        | \n| Gold   | Fire        | \n| Green  | Poison      | \n| Red    | Fire        | \n| Silver | Cold        | \n| White  | Cold        | \n \nYou can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. \n \n##### Draconic Resilience \n \nAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. \n \nAdditionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. \n \n##### Elemental Affinity \n \nStarting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. \n \n##### Dragon Wings \n \nAt 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. \n \nYou can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. \n \n##### Draconic Presence \n \nBeginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.",
                    "document__slug": "wotc-srd",
                    "document__title": "5e Core Rules",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
                },
                {
                    "name": "Runechild",
                    "slug": "runechild",
                    "desc": "The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as runechildren. The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation has driven the few that exist into hiding their essence – a task that is not easy, given the revealing nature of their gifts.\n\n##### Essence Runes\nAt 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an addi- tional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.\nAt the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.\nAs a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action\nIf you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.\n\n##### Glyphs of Aegis\nBeginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.\nAt 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.\n\n##### Sigilic Augmentation\nUpon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to main- tain this benefit additional rounds by expending a charged rune at the start of each of your following turns.\n\n##### Manifest Inscriptions\nAt 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.\n\n##### Runic Torrent\nUpon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.\n\n##### Arcane Exemplar Form\nBeginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits: \n* You have a flying speed of 40 feet. \n* Your spell save DC is increased by 2. \n* You have resistance to damage from spells. \n* When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level. When your Arcane Exemplar form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.",
                    "document__slug": "taldorei",
                    "document__title": "Critical Role: Tal’Dorei Campaign Setting",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/"
                },
                {
                    "name": "Wyrd Magic",
                    "slug": "wyrd magic",
                    "desc": "Sorcerers have a gift. Unlike wizards who have to study magic, or warlocks who must bargain for it, sorcerers have magic in their blood. However, sometimes this magic surges out of its own accord in unpredictable ways. Sorcerers with a wyrd bloodline may derive it from a powerful chaotic force, perhaps the Elemental Chaos itself. They may suffer a curse of fate, or some creature’s idea of a blessing. They may just contain more magical potency than they know how to readily control. Still, while they can never truly tame their magic, they can learn to better bend it to their advantage.\n\n#### Flood of Chaos\n\nBeginning at 1st level when you select this bloodline, you sometimes release a flood of magical energy with your spellcasting. The DM can tell you to roll 1d20 at any time right after you cast a sorcerer spell that is not a cantrip. If the result is a 1, you then roll 1d100 on the Flood of Chaos table to determine an additional magical effect at random. A Flood of Chaos can happen at most once per turn.\n\nSometimes a Flood of Chaos forces you to cast a spell. Unlike normal spells, you cannot apply any Metamagic to them, and they do not require concentration, instead lasting the full duration.\n\n**Flood of Chaos (table)**\n\n| d100  | Effect |\n|---------|----------|\n| 01-02 | For the next minute, roll again on this table at the beginning of your turn, but ignore this result if rolled again during this time. |\n| 03-04 | You are able to see invisible creatures within your line of sight for the next minute. |\n| 05-06 | The DM chooses a sentient construct of CR 2 or less to materialize within 5 feet of you in an unoccupied space. The DM controls the construct for the next minute, at which point it disappears. |\n| 07-08 | You cast a 3rd level fireball with yourself at the center of the area of effect. |\n| 09-10 | You cast the spell magic missile as if from a 5th level spell slot. |\n| 11-12 | Your total height changes by 1d10 inches, to a minimum of 1 inch tall. Your height decreases on an odd roll and increases on an even roll. |\n| 13-14 | You cast the spell confusion with yourself at the center of the area of effect. |\n| 15-16 | At the beginning of your turn, you gain up to 5 hit points, not exceeding your maximum. This effect lasts for one minute. |\n| 17-18 | A beard of feathers grows from your face. The feathers erupt in all directions if you sneeze. |\n| 19-20 | You cast the spell grease with yourself at the center of the area of effect. |\n| 21-22 | For the next minute, whenever you cast a spell that requires a saving throw, creatures targeted by the spell have disadvantage on the saving throw. |\n| 23-24 | The color of your skin changes to a vivid bluish hue, unless your skin was already blue, in which case it turns a vibrant red. This effect can be ended by a remove curse spell. |\n| 25-26 | For the next minute, you gain an additional eye in the center of your forehead. You gain advantage on Wisdom (Perception) checks using sight for the duration. |\n| 27-28 | You spells that have a casting time of one action are instead cast as a bonus action for one minute. |\n| 29-30 | You choose an unoccupied space within 60 feet and instantly teleport to it. |\n| 31-32 | You are magically conveyed to a random spot on the Astral Plane. At the end of your next turn, you return to your previous location, or the nearest unoccupied space. |\n| 33-34 | The first damage dealing spell you cast in the next minute deals maximum damage. |\n| 35-36 | Your total age changes by 1d10 years, to a minimum of 1 year old. Your age decreases on an odd roll and increases on an even roll. |\n| 37-38 | 1d6 flumphs that are frightened of you materialize within a 60 foot radius around you. The DM controls the flumphs for the next minute, at which point they disappear. |\n| 39-40 | Roll 2d10. You gain that many hit points, not exceeding your maximum. |\n| 41-42 | You are transformed into a plant in a tiny pot, you become vulnerable to all damage types and are incapacitated but keep your current hit point total. You change back at the start of your next turn or if you are reduced to 0 hit points. |\n| 43-44 | You gain the ability to teleport as a bonus action once per turn. The teleportation range is 20 feet at maximum, and you lose the ability after one minute. |\n| 45-46 | You cast the spell levitate with yourself as the target. |\n| 47-48 | A unicorn materializes within 5 feet of you in an unoccupied space. The DM controls the unicorn for the next minute, at which point it disappears. |\n| 49-50 | For one minute, you are unable to speak and emit rosy colored bubbles if you open your mouth. |\n| 51-52 | For one minute, you are protected by an incorporeal magic shield which gives you +2 to your AC and makes you immune to the spell magic missile. |\n| 53-54 | For 5d6 days, you cannot become intoxicated from alcohol regardless of how much you drink. |\n| 55-56 | You lose all of your hair, and it regrows 24 hours later. |\n| 57-58 | Any time you touch a flammable object in the next minute that is not worn or carried by another creature, the object immediately ignites. |\n| 59-60 | You gain back a spell slot of the lowest level you have expended for the day. |\n| 61-62 | You lose control of the volume of your voice for one minute. Whenever you speak, it is at shouting volume. |\n| 63-64 | You cast the spell fog cloud with yourself at the center of the area of effect. |\n| 65-66 | You deal 4d10 lightning damage to up to three creatures of your choice in a radius of 30 feet from you. |\n| 67-68 | You become frightened of whatever creature is closest to you. The effect ends at the end of your next turn. |\n| 69-70 | All creatures in a 30 foot radius centered on you become invisible. The effect ends on each creature after a minute, or if the creature attacks or casts a spell. |\n| 71-72 | For one minute, you have resistance to all types of damage. |\n| 73-74 | The DM randomly chooses one creature within a 60 foot radius of you. For the next 1d4 hours, the creature is poisoned. |\n| 75-76 | For one minute, you glow luminously. The area within 30 feet of you is considered to be brightly lit, and a creature within 5 feet of you at the end of its turn becomes blinded, regaining its sight at the end of its next turn. |\n| 77-78 | You cast the spell polymorph with yourself on the target. You may make a saving throw against your own save DC. On a failure, you became for the duration a 0 CR creature with no attacks such as a sheep. |\n| 79-80 | For one minute, an illusion of floating flower petals and flying butterflies appears in a 10 foot radius around you and moves with you. |\n| 81-82 | You are able to instantly use an additional action. |\n| 83-84 | All creatures in a 30 radius of you, excluding you, suffer 1d10 necrotic damage. However much damage is dealt by this effect, you gain that many hit points, not exceeding your hit point maximum. |\n| 85-86 | You cast the spell mirror image with yourself as the target. |\n| 87-88 | You cast the spell fly with a random creature as the target. The creature cannot be more than 60 feet away from you. |\n| 89-90 | You turn invisible, and though not silenced, other creatures are unable to hear you. The effect ends after one minute, or if you attack or cast any spell. |\n| 91-92 | Any time during the next minute, if you are killed, you are affected by the spell reincarnate. |\n| 93-94 | You become one size larger, reverting after one minute. |\n| 95-96 | All creatures in a 30 foot radius from you, including yourself, become vulnerable to piercing damage. The effect ends after one minute. |\n| 97-98 | In the area around you, a quiet and otherworldly melody can be heard for one minute. |\n| 99-00 | Your total available sorcery points increases to your maximum daily limit. |\n\n#### Wyrd Weaver\n\nAlso beginning at 1st level, you can weave the endless possibilities of fate in order to give yourself advantage on a single ability check, attack roll, or saving throw. After you use this feature, you cannot do so again until after you finish a long rest. However, you gain use of the feature immediately if the DM has you roll on the Flood of Chaos table for casting a 1st level or higher sorcerer spell.\n\n#### Tip the Scales of Fate\n\nAt 6th level, you can subtly manipulate another creature’s luck for good or ill. When you see another creature make an ability check, attack roll, or saving throw, you can use 2 sorcery points as a reaction to roll 1d4. You choose to either add the result to or subtract it from the creature’s roll, doing so after the roll has been made but before any effects occur resulting from the roll.\n\n#### Direct the Flood of Chaos\n\nStarting at 14th level, you learn to influence your magic’s unpredictable effects to a small degree. Any time while rolling on the Flood of Chaos table, you may roll twice, choosing either result.\n\n#### Magical Deluge\n\nAt 18th level, you can infuse your damage dealing spells with extra energy. Once per turn, after you have rolled damage from a spell, you may choose one die on which you rolled the largest possible value. You can roll this die again, adding both results to the final damage total.",
                    "document__slug": "o5e",
                    "document__title": "Open5e Original Content",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "open5e.com"
                },
                {
                    "name": "Cold-Blooded",
                    "slug": "cold-blooded",
                    "desc": "The serpentfolk slithered across the surface of the world in the primordial times before the warmblooded races became dominant. They worked their will upon the land and ocean and created works to show their mastery of the magical arts. Their artistry did not end with the landscape. They also experimented on any warm-blooded creatures they captured until they had warped and molded the creatures into new and deadly forms.\n  One or more of your ancestors was experimented on or an associate of the world's earliest serpentfolk. Your ancestor's natural affinity for magic was nurtured, expanded, and warped by the experimentation of their ophidian masters in order to transform them into something closer to the serpentine ideal. Those alterations made so long ago have waxed in you, allowing you to influence intelligent creatures more easily. Now you must decide if you will follow the serpent's path of dominance and subjugation or if you will fight against their influence and use your power for a greater purpose.\n\n##### Ophidian Metabolism\nAt 1st level, your affinity with serpents grants you a measure of their hardiness. You can go without food for a number of days equal to 3 + your Constitution modifier (minimum 1) + your proficiency bonus before you suffer the effects of starvation. You also have advantage on saving throws against poison and disease.\n\n##### Patterned Scales\nAlso at 1st level, when you use magic to trick or deceive, the residual energy of your spell subtly alters how others perceive you. When you cast an illusion spell using a spell slot of 1st level or higher, you have advantage on Charisma (Deception) and Charisma (Persuasion) checks for the duration of the spell and for 10 minutes after the spell's duration ends.\n\n##### Insinuating Serpent\nStarting at 6th level, even when a creature resists your unsettling allure, your presence gets under their skin. When you cast an enchantment or illusion spell using a spell slot of 1st level or higher, and your target succeeds on its saving throw against your spell, your target becomes charmed by you until the start of your next turn. If the spell you cast affects multiple targets, only one of those targets can be affected by this feature.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n\n##### Spirit Venom\nAt 14th level, you sap the will and resolve of creatures that are under your sway. If you start your turn with at least one creature within 30 feet of you that is currently charmed, frightened, paralyzed, restrained, or stunned by a spell you cast or a magical effect you created, such as from a magic item, you can use your reaction to force each such creature to take 6d4 psychic damage.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. If you have expended all your uses of this feature, you can spend 5 sorcery points at the start of your turn to use it again.\n\n##### Mirrored Lamina\nStarting at 18th level, when you fail a saving throw against being charmed, frightened, paralyzed, restrained, or stunned by a spell or other magical effect, you can use your reaction to force the creature that cast the spell or created the magical effect to succeed on a saving throw against your spell save DC or suffer the same condition for the same duration.\n  If both you and the creature that targeted you are affected by a condition as a result of this feature and that condition allows for subsequent saving throws to end the effect, the condition ends for both of you if either one of you succeeds on a subsequent saving throw. ",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Hungering",
                    "slug": "hungering",
                    "desc": "Your innate magic comes from a deep, primal source of hunger and craving. Perhaps your line was cursed for its greed by a god of plenty or generosity. Perhaps one of your forebears was marked by the hungering undead. Sorcerers with this origin have an unyielding appetite for arcana and go to nearly any length to satiate their desire to increase their magical power.\n\n##### Hungry Eyes\nAt 1st level, you can sense when a creature is nearing death. You know if a creature you can see that isn't undead or a construct within 30 feet of you is below half its hit point maximum. Your spell attacks ignore half cover and three-quarters cover when targeting creatures you sense with this feature.\n\n##### Thirsty Soul\nBeginning at 1st level, when you reduce a hostile creature to 0 hit points, you regain hit points equal to your sorcerer level + your Charisma modifier (minimum of 1). This feature can restore you to no more than half your hit point maximum.\n\n##### Feast of Arcana\nStarting at 6th level, when you reduce one or more hostile creatures to 0 hit points with one spell of 1st level or higher, you regain 1 spent sorcery point.\n\n##### Glutton for Punishment\nStarting at 14th level, you can use your reaction to intentionally fail a saving throw against a spell that deals damage and that was cast by a hostile creature. If you do so, you regain a number of spent sorcery points equal to half your Charisma modifier (minimum of 1).\n\n##### Greedy Heart\nAt 18th level, when you spend sorcery points to create spell slots or use metamagic, you reduce the cost by 1 sorcery point (this can't reduce the cost below 1).",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Resonant Body",
                    "slug": "resonant-body",
                    "desc": "You are a conduit for the power that exists in sounds and vibrations, your body a living tuning fork capable of emitting, focusing, muting, and transmuting sound and sonic forms of magic. Perhaps you endured overexposure to transmutation magic, arcane thunder, or the ear-splitting cries of an androsphinx, bukavac (see *Tome of Beasts*), or avalanche screamer (see *Tome of Beasts 2*). Maybe you can trace your lineage to an ancestor who spent an extended period on a plane dominated by elemental lightning and thunder or by unceasing screams of madness; you yourself may have been born on such a cacophonous plane. Alternately, you or a forebear may have suffered prolonged exposure to the deafening thunderclaps of a bronze dragon's lair. Or you may even have been experimented on by aboleths or other maniacal spellcasters, escaping before the transformation was complete.…\n  Whatever its source, resonant magic infuses your very existence, causing you to manifest one or more unusual characteristics. At your option, you can create a quirk or roll a d6 and consult the Resonant Body Quirks table to determine a quirk for your character.\n\n**Resonant Body Quirks (table)**\n| d6  | Quirk  | \n|---|---------| \n| 1 | You emit a faint hum, audible to any creature within 5 feet of you. | \n| 2 | In response to natural or magical thunder, your body flickers into brief transparency with the sound of each thunderclap | \n| 3 | Beasts with the Keen Hearing trait initially respond aggressively when you come within 30 feet of them. | \n| 4 | If you hold a delicate, nonmagical glass object such as a crystal wine glass for longer than one round, the object shatters. | \n| 5 | Every time you speak, your voice randomly changes in pitch, tone, and/or resonance, so that you never sound quite the same. | \n| 6 | When another living creature touches you, you emit a brief, faint tone like a chime, the volume of which increases with the force of the touch. |\n\n##### Reverberating Quintessence\nAt 1st level, you harbor sonic vibrations within you. You are immune to the deafened condition, and you have tremorsense out to a range of 10 feet. In addition, you have advantage on saving throws against effects that deal thunder damage.\n  When you reach 3rd level in this class, you have resistance to thunder damage, and at 6th level, your tremorsense extends to 20 feet.\n\n##### Signature Sound\nStarting at 1st level, you can cast the *alarm* spell (audible option only) once without expending a spell slot or requiring material components. Once you cast *alarm* in this way, you can't do so again until you finish a long rest.\nWhen you reach 3rd level in this class, you can expend 3 sorcery points to cast the *shatter* or *silence* spell without expending a spell slot or requiring material components.\n\n##### Sonic Savant\nBeginning at 6th level, whenever you use a Metamagic option on a spell that deals thunder damage, deafens creatures, or silences or magnifies sounds, you expend only a fraction of your effort to do so. With these sorts of spells, Metamagic options that normally cost only 1 sorcery point instead cost 0 sorcery points; all other Metamagic options cost half the normal number of sorcery points (rounded up).\n  You can use your Sonic Savant feature to reduce the cost of a number of Metamagic options equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n\n##### Sound and Fury\nAt 14th level, your resistance to thunder damage becomes immunity. In addition, when you cast a spell that deals damage, you can change the damage type to thunder. If the spell also imposes a condition on a creature damaged by the spell, you can choose to impose the deafened condition instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n\n##### Resounding Spellcasting\nBeginning when you reach 18th level, any of your cantrips that deal thunder damage affect even those creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against a cantrip that deals thunder damage, the creature takes half the cantrip's damage but suffers no additional effect from the cantrip.\n  Moreover, you can increase the power of some of your spells. When you cast a sorcerer spell of 1st through 5th level that deals thunder damage, you can cause the spell to maximize its damage dice. Once you use this feature, you shouldn't use it again until you finish a long rest. Each time you use it again, you take 2d12 force damage for each level of the spell you cast. This force damage ignores any resistance or immunity to force damage you might have.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Rifthopper",
                    "slug": "rifthopper",
                    "desc": "Rifthoppers are the living embodiment of wanderlust. The yearn to travel and witness unseen vistas burns in them and manifests in their ability to move nearly at the speed of thought. The origin of the rifthoppers' powers remains a mystery, as they refuse to stay in one place long enough to be studied extensively. Given the lack of empirical evidence, many scholars have hypothesized that rifthoppers absorb energy from the world itself, typically through an innate connection with ley lines or with areas where the borders between planes are thin, and can use it to alter their own magic.\n  Adventuring rifthoppers often concern themselves with investigating mysterious portals to unknown locations, researching ley lines and other mystic phenomena, or seeking out and stopping spatial and temporal disturbances.\n\n##### Teleport Object\nStarting at 1st level, you can use an action to teleport a small object that isn't being worn or carried and that you can see within 30 feet of you into your hand. Alternatively, you can teleport an object from your hand to a space you can see within 30 feet of you. The object can weigh no more than 5 pounds and must be able to fit into a 1-foot cube.\n  The weight of the object you can teleport increases when you reach certain levels in this class: at 6th (10 pounds), 14th level (15 pounds), and 18th level (20 pounds).\n\n##### Shift Space\nAt 1st level, once on each of your turns, you can spend an amount of movement equal to up to half your speed and teleport to an unoccupied space you can see within a number of feet equal to the movement you spent. If your speed is 0, such as from being grappled or restrained, you can't use this feature.\n\nWhen you reach 3rd level in this class, you can spend movement equal to your full speed, reducing your speed to 0 for the turn, and expend a spell slot of 2nd level or higher to teleport yourself to a destination within range. The range you can travel is dependent on the level of the spell slot expended as detailed in the Rifthopper Teleportation Distance table. You bring any objects you are wearing or carrying with you when you teleport, as long as their weight doesn't exceed your carrying capacity. If you teleport into an occupied space, you take 4d6 force damage and are pushed to the nearest unoccupied space.\n \n **Rifthopper Teleportation Distance (table)**\n| Spell Slot Level | Distance Teleported | \n|------------------|---------------------| \n| 2nd              | 30 feet             | \n| 3rd              | 60 feet             | \n| 4th              | 120 feet            | \n| 5th              | 240 feet            | \n| 6th              | 480 feet            |\n| 7th or higher    | 960 feet            |\n\n##### Tactical Swap\nAt 6th level, when a creature you can see within 60 feet of you starts its turn or when you or a creature you can see within 60 feet of you is attacked, you can use your reaction to swap positions with the creature. The target must be willing.\n  If you use this feature when you or another creature is attacked, the attack's target becomes the creature that now occupies the space being attacked, not the original target.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n\n##### Familiar Locations\nStarting at 14th level, if you spend an hour in a location, familiarizing yourself with its features and noting its peculiarities, you can use an action to teleport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the location. You can teleport to this location over any distance as long as both you and it are on the same plane of existence. If the location is mobile, such as a boat or wagon, you can't familiarize yourself with it enough to use this feature.\n  You can be familiar with a number of locations equal to your Charisma modifier (minimum of 1). You can choose to forget a location (no action required) to make room for familiarizing yourself with a new location.\n  You can teleport creatures with this feature a number of times per day equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n\n##### Dimensional Ambler\nStarting at 18th level, you can use an action to transport yourself and a number of willing creatures equal to your Charisma modifier (minimum of 1) within 30 feet of you and that you can see to the Astral Plane or to the Ethereal Plane. While you are on these planes, you and the creatures you transported can move normally, but each transported creature must stay within 60 feet of you. You can choose to return all of you to the Material Plane at any time as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Spore Sorcery",
                    "slug": "spore-sorcery",
                    "desc": "One of the most omnipresent elements in the atmosphere is practically invisible and often ignored: spores. Plants of all varieties, fungal sentient life forms like mushroomfolk, and even animals emit these tiny pieces of life. You've always had an affinity for the natural world, and your innate magic is carried within the power of these omnipresent spores.\n  Spore sorcerers are regularly found among the mushroomfolk and derro who grow large gardens of fungi deep beneath the surface of the world. Spore sorcerers can also be found in any area with an abundance of plant life, such as forests, swamps, and deep jungles.\n\n##### Nature Magic\nYour affinity with the natural world and the spores that exist between all plants and creatures allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey the restrictions for selecting the spell, and it becomes a sorcerer spell for you.\n  In addition, when you reach 5th level in this class, you can cast *speak with plants* without expending a spell slot a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n\n##### Spore Transmission\nAt 1st level, your spores allow you to communicate with creatures telepathically. You can use a bonus action to create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target, and, if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes or until you use another bonus action to break the link or to establish this link with a different creature.\n  If the target is unwilling, it can make a Charisma saving throw at the end of each of its turns, ending the link on a success. If an unwilling target ends the link in this way, you can't establish a link with that target again for 24 hours.\n\n##### Metamagic Spore Transmission\nStarting at 6th level, the spores connecting you and the target of your Spore Transmission enhance your metamagic effects on the linked target. You gain the following benefits when using the indicated Metamagic options:\n\n***Careful Spell.*** If the spell allows a target to take only half damage on a successful saving throw, the linked target instead takes no damage.\n\n***Distant Spell.*** When you use this Metamagic option to increase the range of a touch spell, the spell's range is 60 feet when cast on the linked target.\n\n***Extended Spell.*** If cast on the linked target, the spell's duration is tripled rather than doubled, to a maximum of 36 hours.\n\n***Hungry Spell.*** If the linked target is reduced to 0 hit points with your hungry spell, you regain hit points equal to double your Charisma modifier (minimum of 2).\n\n***Lingering Spell.*** If the linked target failed its saving throw against your lingering spell, it has disadvantage on the saving throw to avoid the additional damage at the start of your next turn.\n\n***Shared Hunger Spell.*** If you use this Metamagic option on the linked target, you and the target regain hit points equal to double your Charisma modifier (minimum of 2) if the target hits with its weapon attack.\n\n***Twinned Spell.*** By spending 1 additional sorcery point, you can affect the linked target in addition to the two original targets.\n\n##### Spore's Protection\nStarting at 14th level, when an attacker you can see targets you with a melee attack, you can use your reaction to call forth spores to cloud its senses. The attacker has disadvantage on the attack roll. If the attack hits, you gain 10 temporary hit points as the spores bind the wound for a short time. The temporary hit points last for 1 minute.\n\n##### Spore Form\nAt 18th level, you gain immunity to poison damage and the poisoned condition. In addition, as an action, you can radiate spores in a 20-foot radius around you for 1 minute. Each friendly creature that starts its turn in the area regains hit points equal to your Charisma modifier (a minimum of 1). Each hostile creature that starts its turn in the area takes poison damage equal to your Charisma modifier (a minimum of 1). The target of your Spore Transmission regains (if it is friendly) or takes (if it is hostile) double this amount. Once you use this action, you can't use it again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Wastelander",
                    "slug": "wastelander",
                    "desc": "Eldritch power and residual magical energy left over from a horrific arcane war is drawn to you as a lodestone is drawn to iron. Perhaps this attraction is due to a pact one of your ancestors made with an ancient eldritch horror. Perhaps it is an unfortunate twist of circumstance. Regardless, your physiology is in a constant state of transformation as a result of your condition. Some sorcerers who arise from magical wastelands embrace their body's modifications, others take to adventuring to find a cure for what they see as their affliction, while others still seek to make a mark on the world before oblivion claims them.\n\n##### Alien Alteration\nAt 1st level, the influence of raw magical energy in your bloodline remodeled your form. You choose one of the following features as the alteration from your ancestry.\n\n***Binary Mind.*** Your cranium is larger than most creatures of your type and houses your enlarged brain, which is partitioned in a manner that allows you to work on simultaneous tasks. You can use the Search action or make an Intelligence or Wisdom check as a bonus action on your turn.\n\n***Digitigrade Legs.*** Your legs are similar to the rear legs of a wolf or horse. Your movement speed increases by 10 feet, and you can stand up from prone by spending 5 feet of movement rather than half your speed.\n\n***Grasping Tentacle.*** You can use an action to transform one of your arms into a grotesque tentacle. The tentacle is a natural melee weapon with the reach property, which you can use to make unarmed strikes. When you hit with it, you can use Charisma instead of Strength for the attack, and the tentacle deals bludgeoning damage equal to 1d6 + your Charisma modifier. At the start of your turn, if you are grappling a creature with the tentacle, you can deal 1d6 bludgeoning damage to it. You don't have fine motor control over your tentacle, and you can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of spells. You can revert your tentacle back into an arm as a bonus action.\n\n***Prehensile Tail.*** You have a prehensile tail, which allows you to take the Use an Object action as a bonus action on your turn. Your tail can't wield weapons or shields, but it is capable of some manual precision, allowing you to use your tail to hold material components or perform the somatic components of spells. In addition, you can interact with up to two objects for free during your movement and action, provided you use your tail to interact with one of the objects.\n\n##### Aberrant Physiology\nStarting at 1st level, when a creature scores a critical hit on you, you can use your reaction to shift the positions of your vital organs and turn the critical hit into a normal hit. Any effects triggered by critical hit are canceled.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n\n##### Advanced Transformation\nAt 6th level, your increase in power also increases the concentration of raw magical energy in your blood, further altering your body. The alteration you chose from your Alien Alteration feature evolves as described below. Alternatively, you can choose a second option from the Alien Alteration feature instead of evolving the alteration you chose.\n\n***Caustic Tentacle (Grasping Tentacle).*** Your tentacle excretes acidic mucus. You can use a bonus action to suppress the mucus until the start of your next turn. While the tentacle excretes acidic mucus, it deals an extra 2d6 acid damage to any target it hits. A creature that is grappled by your tentacle at the start of your turn takes the extra acid damage when it takes the bludgeoning damage.\n\n***Cognitive Split (Binary Mind).*** Your cranium expands even further as your brain swells in size. When you use your action to cast a spell, you can use a bonus action to make one melee or ranged weapon attack against a target in range.\n\n***Fell Sprinter (Digitigrade Legs).*** Your legs elongate and your body sheds some of its weight to allow you to reach greater speeds. You can take the Dash or Disengage action as a bonus action on each of your turns. When you Dash, the extra movement you gain is double your speed instead of equal to your speed.\n\n***Third Arm (Prehensile Tail).*** Your tail extends to a length of 15 feet and the end splits into five fingerlike appendages. You can do anything with your tail you could do with a hand, such as wield a weapon. In addition, you can use your tail to drink a potion as a bonus action.\n\n##### Absorb Arcana\nStarting at 14th level, when you succeed on a saving throw against a spell that would deal damage to you, you can use your reaction and spend a number of sorcery points equal to the spell's level to reduce the damage to 0.\n\n##### Spontaneous Transformation\nAt 18th level, your body becomes more mutable. You can use a bonus action to gain a second option from the Alien Alteration feature and its evolved form from the Advanced Transformation feature for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                }
            ],
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "name": "Cleric",
            "slug": "cleric",
            "desc": "### Spellcasting \n \nAs a conduit for divine power, you can cast cleric spells. \n \n#### Cantrips \n \nAt 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. \n \n#### Preparing and Casting Spells \n \nThe Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. \n \nYou prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. \n \nFor example, if you are a 3rd-level cleric, you have four \n1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. \n \nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. \n \n#### Spellcasting Ability \n \nWisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. \n \n**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier \n \n**Spell attack modifier** = your proficiency bonus + your Wisdom modifier \n \n#### Ritual Casting \n \nYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. \n \n#### Spellcasting Focus \n \nYou can use a holy symbol (see chapter 5, “Equipment”) as a spellcasting focus for your cleric spells. \n \n### Divine Domain \n \nChoose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. \n \n#### Domain Spells \n \nEach domain has a list of spells-its domain spells- that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. \n \nIf you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you. \n \n### Channel Divinity \n \nAt 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. \n \nWhen you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. \n \nSome Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. \n \nBeginning at 6th level, you can use your Channel \n \nDivinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. \n \n#### Channel Divinity: Turn Undead \n \nAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. \n \nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. \n \n### Ability Score Improvement \n \nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. \n \n### Destroy Undead \n \nStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. \n \n**Destroy Undead (table)** \n \n| Cleric Level | Destroys Undead of CR... | \n|--------------|--------------------------| \n| 5th          | 1/2 or lower             | \n| 8th          | 1 or lower               | \n| 11th         | 2 or lower               | \n| 14th         | 3 or lower               | \n| 17th         | 4 or lower               | \n \n### Divine Intervention \n \nBeginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. \n \nImploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. \n \nIf your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. \n \nAt 20th level, your call for intervention succeeds automatically, no roll required.",
            "hit_dice": "1d8",
            "hp_at_1st_level": "8 + your Constitution modifier",
            "hp_at_higher_levels": "1d8 (or 5) + your Constitution modifier per cleric level after 1st",
            "prof_armor": "Light armor, medium armor, shields",
            "prof_weapons": "Simple weapons",
            "prof_tools": "None",
            "prof_saving_throws": "Wisdom, Charisma",
            "prof_skills": "Choose two from History, Insight, Medicine, Persuasion, and Religion",
            "equipment": "You start with the following equipment, in addition to the equipment granted by your background: \n \n* (*a*) a mace or (*b*) a warhammer (if proficient) \n* (*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient) \n* (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon \n* (*a*) a priest's pack or (*b*) an explorer's pack \n* A shield and a holy symbol",
            "table": "| Level | Proficiency Bonus | Features                                                                | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | \n|-------|-------------------|-------------------------------------------------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----| \n| 1st   | +2                | Spellcasting, Divine Domain                                             | 3              | 2   | -   | -   | -   | -   | -   | -   | -   | -   | \n| 2nd   | +2                | Channel Divinity (1/rest), Divine Domain Feature                        | 3              | 3   | -   | -   | -   | -   | -   | -   | -   | -   | \n| 3rd   | +2                | -                                                                       | 3              | 4   | 2   | -   | -   | -   | -   | -   | -   | -   | \n| 4th   | +2                | Ability Score Improvement                                               | 4              | 4   | 3   | -   | -   | -   | -   | -   | -   | -   | \n| 5th   | +3                | Destroy Undead (CR 1/2)                                                 | 4              | 4   | 3   | 2   | -   | -   | -   | -   | -   | -   | \n| 6th   | +3                | Channel Divinity (2/rest), Divine Domain Feature                        | 4              | 4   | 3   | 3   | -   | -   | -   | -   | -   | -   | \n| 7th   | +3                | -                                                                       | 4              | 4   | 3   | 3   | 1   | -   | -   | -   | -   | -   | \n| 8th   | +3                | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature | 4              | 4   | 3   | 3   | 2   | -   | -   | -   | -   | -   | \n| 9th   | +4                | -                                                                       | 4              | 4   | 3   | 3   | 3   | 1   | -   | -   | -   | -   | \n| 10th  | +4                | Divine Intervention                                                     | 5              | 4   | 3   | 3   | 3   | 2   | -   | -   | -   | -   | \n| 11th  | +4                | Destroy Undead (CR 2)                                                   | 5              | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   | \n| 12th  | +4                | Ability Score Improvement                                               | 5              | 4   | 3   | 3   | 3   | 2   | 1   | -   | -   | -   | \n| 13th  | +5                | -                                                                       | 5              | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   | \n| 14th  | +5                | Destroy Undead (CR 3)                                                   | 5              | 4   | 3   | 3   | 3   | 2   | 1   | 1   | -   | -   | \n| 15th  | +5                | -                                                                       | 5              | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   | \n| 16th  | +5                | Ability Score Improvement                                               | 5              | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | -   | \n| 17th  | +6                | Destroy Undead (CR 4), Divine Domain Feature                            | 5              | 4   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | 1   | \n| 18th  | +6                | Channel Divinity (3/rest)                                               | 5              | 4   | 3   | 3   | 3   | 3   | 1   | 1   | 1   | 1   | \n| 19th  | +6                | Ability Score Improvement                                               | 5              | 4   | 3   | 3   | 3   | 3   | 2   | 1   | 1   | 1   | \n| 20th  | +6                | Divine Intervention improvement                                         | 5              | 4   | 3   | 3   | 3   | 3   | 2   | 2   | 1   | 1   |",
            "spellcasting_ability": "Wisdom",
            "subtypes_name": "Divine Domains",
            "archetypes": [
                {
                    "name": "Life Domain",
                    "slug": "life-domain",
                    "desc": "The Life domain focuses on the vibrant positive energy-one of the fundamental forces of the universe-that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). \n \n**Life Domain Spells (table)** \n \n| Cleric Level | Spells                               | \n|--------------|--------------------------------------| \n| 1st          | bless, cure wounds                   | \n| 3rd          | lesser restoration, spiritual weapon | \n| 5th          | beacon of hope, revivify             | \n| 7th          | death ward, guardian of faith        | \n| 9th          | mass cure wounds, raise dead         | \n \n##### Bonus Proficiency \n \nWhen you choose this domain at 1st level, you gain proficiency with heavy armor. \n \n##### Disciple of Life \n \nAlso starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. \n \n##### Channel Divinity: Preserve Life \n \nStarting at 2nd level, you can use your Channel Divinity to heal the badly injured. \n \nAs an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. \n \n##### Blessed Healer \n \nBeginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. \n \n##### Divine Strike \n \nAt 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. \n \n##### Supreme Healing \n \nStarting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.",
                    "document__slug": "wotc-srd",
                    "document__title": "5e Core Rules",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
                },
                {
                    "name": "Blood Domain",
                    "slug": "blood-domain",
                    "desc": "The Blood domain centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. The Gods of Blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson. Almost any neutral or evil deity can claim some influence over the secrets of blood magic and this domain, while the gods who watch from more moral realms shun its use beyond extenuating circumstance./n When casting divine spells as a Blood Domain cleric, consider ways to occasionally flavor your descriptions to tailor the magic’s effect on the opponent’s blood and vitality. Hold person might involve locking a target’s body into place from the blood stream out, preventing them from moving. Cure wounds may feature the controlling of blood like a needle and thread to close lacerations. Guardian of faith could be a floating, crimson spirit of dripping viscera who watches the vicinity with burning red eyes. Have fun with the themes!\n\n **Blood Domain Spells**\n | Cleric Level | Spells                                | \n |--------------|-------------------------------------------| \n | 1st          | *sleep*, *ray of sickness*                | \n | 3rd          | *ray of enfeeblement*, *crown of madness* | \n | 5th          | *haste*, *slow*                           | \n | 7th          | *blight*, *stoneskin*                     | \n | 9th          | *dominate person*, *hold monster*         |\n\n ##### Bonus Proficiencies\nAt 1st Level, you gain proficiency with martial weapons.\n\n ##### Bloodletting Focus\nFrom 1st level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.\n\n ##### Channel Divinity: Blood Puppet\nStarting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.\n\n ##### Channel Divinity: Crimson Bond\nStarting at 6th level, you can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago. As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain Concentration on this bond for up to 1 hour.\nDuring your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson Bond is lost.\n\n **Health State Examples**\n | 100%    | Untouched            | \n | 99%-50% | Injured              | \n | 49%-1%  | Heavily Wounded      | \n | 0%      | Unconscious or Dying | \n | –       | Dead                 |\n\n ##### Sanguine Recall\nAt 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 damage per spell slot level recovered. You can’t use this feature again until you finish a long rest.\nFor example, if you’re a 4th-level Cleric, you can recover up to two levels of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. You then suffer 2d6 damage.\n\n ##### Vascular Corruption Aura\nAt 17th level, you can emit a powerful aura as an action that extends 30 feet out from you that pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).\nOnce you use this feature, you can’t use it again until you finish a long rest.",
                    "document__slug": "taldorei",
                    "document__title": "Critical Role: Tal’Dorei Campaign Setting",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/"
                },
                {
                    "name": "Storm Domain",
                    "slug": "storm-domain",
                    "desc": "Nothing inspires fear in mortals quite like a raging storm. This domain encompasses deities such as Enlil, Indra, Raijin, Taranis, Zeus, and Zojz. Many of these are the rulers of their respective pantheons, wielding the thunderbolt as a symbol of divine might. Most reside in the sky, but the domain also includes lords of the sea (like Donbettyr) and even the occasional chthonic fire deity (such as Pele). They can be benevolent (like Tlaloc), nourishing crops with life-giving rain; they can also be martial deities (such as Perun and Thor), splitting oaks with axes of lightning or battering their foes with thunderous hammers; and some (like Tiamat) are fearsome destroyers, spoken of only in whispers so as to avoid drawing their malevolent attention. Whatever their character, the awesome power of their wrath cannot be denied.\n\n**Storm Domain Spells (table)**\n\n| Cleric Level | Spells                               |\n|--------------|---------------------------------|\n| 1st          | fog cloud, thunderwave          |\n| 3rd          | gust of wind, shatter           |\n| 5th          | call lightning, sleet storm     |\n| 7th          | control water, ice storm        |\n| 9th          | destructive wave, insect plague |\n\n##### Bonus Proficiency\n\nWhen you choose this domain at 1st level, you gain proficiency with heavy armor as well as with martial weapons.\n\n##### Tempest’s Rebuke\n\nAlso starting at 1st level, you can strike back at your adversaries with thunder and lightning. If a creature hits you with an attack, you can use your reaction to target it with this ability. The creature must be within 5 feet of you, and you must be able to see it. The creature must make a Dexterity saving throw, taking 2d8 damage on a failure. On a success, the creature takes only half damage. You may choose to deal either lightning or thunder damage with this ability.\n\nYou may use this feature a number of times equal to your Wisdom modifier (at least once). When you finish a long rest, you regain your expended uses.\n\n##### Channel Divinity: Full Fury\n\nStarting at 2nd level, you can use your Channel Divinity to increase the fury of your storm based attacks. Whenever you would deal lightning or thunder damage from an attack, rather than roll damage, you can use the Channel Divinity feature to deal the maximum possible damage.\n\n##### Storm Blast\n\nBeginning at 6th level, you can choose to push a Large or smaller creature up to 10 feet away from you any time you deal lightning damage to it.\n\n##### Divine Strike\n\nAt 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.\n\n##### Sky’s Blessing\n\nStarting at 17th level, you gain a flying speed whenever you are outdoors. Your flying speed is equal to your present walking speed.",
                    "document__slug": "o5e",
                    "document__title": "Open5e Original Content",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "open5e.com"
                },
                {
                    "name": "Mischief Domain",
                    "slug": "mischief-domain",
                    "desc": "While most deities inspire awe with their might and power, some prefer subtler methods. Gods of the mischief domain favor cunning to advance their agendas, and they encourage this trait in the followers as well. Some deities of mischief, like Anansi and Hermes, are good natured tricksters. Some, like the impetuous Susanoo, vacillate between being helpful or hindering on a whim. Deities like Loki and Veles are primarily antagonistic to their respective pantheons, but their mercurial nature means they might make the odd alliance with their more serious kin. Gods associated with the moon, like Hecate, mirror the moon’s changing shape as patrons of mischief. Gods of fortune, like Tyche and Bes, are often tricksters who make their own luck. Meanwhile, culture heroes like Kokopelli, Lemminkäinen, and Maui often use deceit to bring prosperity to their people. These diverse deities count among their worshippers criminals, freedom fighters, and free spirits alike, united only by their willingness to upset the status quo. Some use tricks to lead people to a greater truth, while others use mischief to stay one step ahead of the competition.\n\n**Mischeif Domain Spells (table)**\n\n| Cleric Level | Spells                           |\n|--------------|----------------------------------|\n| 1st          | charm person, disguise self      |\n| 3rd          | mirror image, pass without trace |\n| 5th          | blink, dispel magic              |\n| 7th          | dimension door, polymorph        |\n| 9th          | dominate person, modify memory   |\n\n#### Spreader of Mischief\n\nAt 1st level, when you choose this domain, you can endow others with the power to make mischief. As an action, you may touch a willing creature, and that creature gains advantage when making Dexterity (Stealth) checks for the next hour. The effect ends early if you use the feature on a different creature. You may not use this feature on yourself.\n\n#### Channel Divinity: Double Trouble\n\nOnce you reach 2nd level, you gain the power to create an illusory double of yourself with the Channel Divinity class feature. You may use your action to manifest the illusion in an unoccupied space visible to you and within 30 feet of yourself. You must concentrate to maintain the illusion as if it were a spell, and you can do so for up to 1 minute. On your turn, you can use a bonus action to move up to 30 feet, but it must remain in your view and cannot move more than 120 feet away from you.\n\nWhile you maintain the illusion, when you cast a spell, you can use the position of the illusion rather than your own for determining range, area of effect, and line of sight. However, you cannot actually “see” through the illusion’s eyes, so you must rely on your own vision if the spell requires you to see a target or space.\n\nYour illusion can disorient foes, so you gain advantage on attack rolls against any creature that can see the illusion if both you and the illusion are within 5 feet of the creature.\n\n#### Channel Divinity: Walk Unseen\n\nBeginning at 6th level, with your Channel Divinity feature, you can use an action to become invisible. This invisibility lasts until the end of your next turn, or if you cast a spell or attack.\n\n#### Divine Strike\n\nAt 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.\n\n#### Double Trouble Doubled\n\nStarting at 17th level, your Double Trouble feature becomes more potent. Instead of one double, you can create up to four, and you can move as many of them as you like on your turn with a bonus action following the rules outlined in that feature.",
                    "document__slug": "o5e",
                    "document__title": "Open5e Original Content",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "open5e.com"
                },
                {
                    "name": "Hunt Domain",
                    "slug": "hunt-domain",
                    "desc": "Many terrible creatures prey on the villages, towns, and inns that dot the forests of Midgard. When such creatures become particularly aggressive or can't be dissuaded by local druids, the settlements often call on servants of gods of the hunt to solve the problem.\n  Deities devoted to hunting value champions who aid skillful hunters or who lead hunts themselves. Similarly, deities focused on protecting outlier settlements or who promote strengthening small communities also value such clerics. While these clerics might not have the utmost capability for tracking and killing prey, their gods grant them blessings to ensure successful hunts. These clerics might use their abilities to ensure their friends and communities have sufficient food to survive difficult times, or they might enjoy the sport of pursuing and slaying intelligent prey.\n\n**Hunt Domain Spells**\n| Cleric Level | Spells                                 | \n|--------------|----------------------------------------| \n| 1st          | *bloodbound*, *illuminate spoor*       | \n| 3rd          | *instant snare*, *mark prey*           | \n| 5th          | *going in circles*, *tracer*           | \n| 7th          | *heart-seeking arrow*, *hunting stand* | \n| 9th          | *harrying hounds*, *maim*              |\n\n##### Blessing of the Hunter\nAt 1st level, you gain proficiency in Survival. You can use your action to touch a willing creature other than yourself to give it advantage on Wisdom (Survival) checks. This blessing lasts for 1 hour or until you use this feature again.\n\n##### Bonus Proficiency\nAt 1st level, you gain proficiency with martial weapons.\n\n##### Channel Divinity: Heart Strike\nStarting at 2nd level, you can use your Channel Divinity to inflict grievous wounds. When you hit a creature with a weapon attack, you can use your Channel Divinity to add +5 to the attack's damage. If you score a critical hit with the attack, add +10 to the attack's damage instead.\n\n##### Pack Hunter\nStarting at 6th level, when an ally within 30 feet of you makes a weapon attack roll against a creature you attacked within this round, you can use your reaction to grant that ally advantage on the attack roll.\n\n##### Divine Strike\nAt 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.\n\n##### Deadly Stalker\nAt 17th level, you can use an action to describe or name a creature that is familiar to you or that you can see within 120 feet. For 24 hours or until the target is dead, whichever occurs first, you have advantage on Wisdom (Survival) checks to track your target and Wisdom (Perception) checks to detect your target. In addition, you have advantage on weapon attack rolls against the target. You can't use this feature again until you finish a short or long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Mercy Domain",
                    "slug": "mercy-domain",
                    "desc": "Mercy can mean promoting healing instead of harm, but it can also mean ending suffering with a quick death. These often-contradictory ideals are the two sides of mercy. The tenets of deities who embody mercy promote ways to end bloody conflicts or deliver healing magics to those in need. While mercy for some may be benevolent, for others it is decidedly not so. More pragmatic mercy gods teach the best method to relieve the agony and torment brought on by monsters and the forces of evil is to bring about the end of that evil.\n **Mercy Domain Spells (table)**\n| Cleric Level | Spells                              | \n|--------------|-------------------------------------| \n| 1st          | *divine favor*, *healing word*      | \n| 3rd          | *aid*, *ray of enfeeblement*        | \n| 5th          | *bardo*, *revivify*                 | \n| 7th          | *death ward*, *sacrificial healing* | \n| 9th          | *antilife shell*, *raise dead*      |\n\n##### Bonus Proficiencies\nWhen you choose this domain at 1st level, you take your place on the line between the two aspects of mercy: healing and killing. You gain proficiency in the Medicine skill and with the poisoner's kit. In addition, you gain proficiency with heavy armor and martial weapons.\n\n##### Threshold Guardian\nAlso at 1st level, when you hit a creature that doesn't have all of its hit points with a melee weapon attack, the weapon deals extra radiant or necrotic damage (your choice) equal to half your proficiency bonus.\n\n##### Channel Divinity: Involuntary Aid\nStarting at 2nd level, you can use your Channel Divinity to wrest the lifeforce from an injured creature and use it to heal allies. As an action, you present your holy symbol to one creature you can see within 30 feet of you that doesn't have all of its hit points. The target must make a Wisdom saving throw, taking radiant or necrotic damage (your choice) equal to three times your cleric level on a failed save, or half as much damage on a successful one. Then, one friendly creature you can see within 30 feet of you regains a number of hit points equal to the amount of damage dealt to the target.\n\n##### Bolster the Living\nAt 6th level, you gain the ability to manipulate a portion of the lifeforce that escapes a creature as it perishes. When a creature you can see dies within 30 feet of you, you can use your reaction to channel a portion of that energy into a friendly creature you can see within 30 feet of you. The friendly creature gains a bonus to attack and damage rolls equal to half your proficiency bonus until the end of its next turn.\n\n##### Divine Strike of Mercy\nAt 8th level, you gain the ability to infuse your weapon strikes with the dual nature of mercy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant or necrotic damage (your choice) to the target. If the target dies from this attack, a friendly creature you can see within 5 feet of you regains hit points equal to half the damage dealt. If no friendly creature is within 5 feet of you, you regain the hit points instead. When you reach 14th level, the extra damage increases to 2d6.\n\n##### Hand of Grace and Execution\nAt 17th level, you imbue the two sides of mercy into your spellcasting. Once on each of your turns, if you cast a spell that restores hit points to one creature or deals damage to one creature, you can add your proficiency bonus to the amount of hit points restored or damage dealt.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Portal Domain",
                    "slug": "portal-domain",
                    "desc": "You have dedicated yourself to the study and protection of the doors, gateways, and rips in the boundaries between the physical world and the infinite planar multiverse. Stepping through portals is a sacred prayer and woe betide any who seek to misuse them. Domain Spells You gain domain spells at the cleric levels listed in the Portal Domain Spells table. See the Divine Domain class feature for how domain spells work.\n\n**Portal Domain Spells**\n| Cleric Level | Spells                                    | \n|--------------|-------------------------------------------| \n| 1st          | *adjust position*, *expeditious retreat*  | \n| 3rd          | *glyph of shifting*, *misty step*         | \n| 5th          | *dimensional shove*, *portal jaunt*       | \n| 7th          | *dimension door*, *reposition*            | \n| 9th          | *pierce the veil*, *teleportation circle* |\n\n##### Bonus Proficiencies\nWhen you choose this domain at 1st level, you gain proficiency with heavy armor and either cartographer's tools or navigator's tools (your choice). In addition, you gain proficiency in the Arcana skill.\n\n##### Portal Magic\nStarting at 1st level, you gain access to spells that connect places or manipulate the space between places. Each spell with “(liminal)” listed alongside its school is a cleric spell for you, even if it doesn't appear on the cleric spell list, and you can prepare it as you would any other spell on the cleric spell list. Liminal spells include *bardo*, *devouring darkness*, *door of the far traveler*, *ethereal stairs*, *hypnagogia*, *hypnic jerk*, *mind maze*, *mirror realm*, *pierce the veil*, *reciprocating portal*, *rive*, *subliminal aversion*, and *threshold slip*. See the Magic and Spells chapter for details on these spells.\n\n##### Portal Bond\nAt 1st level, you learn to forge a bond between yourself and another creature. At the end of a short or long rest, you can touch one willing creature, establishing a magical bond between you. While bonded to a creature, you know the direction to the creature, though not its exact location, as long as you are both on the same plane of existence. As an action, you can teleport the bonded creature to an unoccupied space within 5 feet of you or to the nearest unoccupied space, provided the bonded creature is willing and within a number of miles of you equal to your proficiency bonus. Alternatively, you can teleport yourself to an unoccupied space within 5 feet of the bonded creature.\n  Once you teleport a creature in this way, you can't use this feature again until you finish a long rest. You can have only one bonded creature at a time. If you bond yourself to a new creature, the bond on the previous creature ends. Otherwise, the bond lasts until you die or dismiss it as an action.\n\n##### Channel Divinity: Dimensional Shift\nStarting at 2nd level, you can use your Channel Divinity to harness the magic of portals and teleportation. As an action, you teleport a willing target you can see, other than yourself, to an unoccupied space within 30 feet of you that you can see. When you reach 10th level in this class, you can teleport an unwilling target. An unwilling target that succeeds on a Wisdom saving throw is unaffected.\n\n##### Portal Touch\nAt 6th level, you can use a bonus action to create a small portal in a space you can see within 30 feet of you. This portal lasts for 1 minute, and it doesn't occupy the space where you create it. When you cast a spell with a range of touch, you can touch any creature within your reach or within 5 feet of the portal. While the portal is active, you can use a bonus action on each of your turns to move the portal up to 30 feet. The portal must remain within 30 feet of you. If you or the portal are ever more than 30 feet apart, the portal fades. You can have only one portal active at a time. If you create another one, the previous portal fades.\n  You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n\n##### Transpositional Divine Strike\nAt 8th level, you gain the ability to imbue your weapon strikes with portal magic. Once on each of your turns when you hit a creature with a weapon attack, you deal damage to the target as normal, and you open a brief portal next to your target or another creature you can see within 30 feet of you. That creature takes 1d8 damage of your weapon's type as a duplicate of your weapon lashes out at the creature from the portal. When you reach 14th level, you can choose two creatures, creating a portal next to each and dealing 1d8 damage of your weapon's type to each. Alternatively, you can choose one creature and deal 2d8 damage to it.\n\n##### Portal Mastery\nAt 17th level, when you see a creature use a magical gateway, teleport, or cast a spell that would teleport itself or another creature, you can use your reaction to reroute the effect, changing the destination to be an unoccupied space of your choice that you can see within 100 feet of you. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use this feature again.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Serpent Domain",
                    "slug": "serpent-domain",
                    "desc": "You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.\n\n**Serpent Domain Spells**\n| Cleric Level | Spells                                              | \n|--------------|-----------------------------------------------------| \n| 1st          | *charm person*, *find familiar* (snakes only)       | \n| 3rd          | *enthrall*, *protection from poison*                | \n| 5th          | *conjure animals* (snakes only), *hypnotic pattern* | \n| 7th          | *freedom of movement*, *polymorph* (snakes only)    | \n| 9th          | *dominate person*, *mislead*                        |\n\n##### Envenomed\nWhen you choose this domain at 1st level, you learn the *poison spray* cantrip. In addition, you gain proficiency in the Deception skill, with a poisoner's kit, and with martial weapons that have the Finesse property. You can apply poison to a melee weapon or three pieces of ammunition as a bonus action.\n\n##### Ophidian Tongue\nAlso at 1st level, you can communicate telepathically with serpents, snakes, and reptiles within 100 feet of you. A creature's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as “hungry” or “in danger.”\n\n##### Channel Divinity: Serpent Stealth\nBeginning at 2nd level, you can use your Channel Divinity to help your allies move undetected. As an action, choose up to five creatures you can see within 30 feet of you. You and each target have advantage on Dexterity (Stealth) checks for 10 minutes.\n\n##### Serpent's Blood\nStarting at 6th level, you are immune to the poisoned condition and have resistance to poison damage.\n\n##### Divine Strike\nBeginning at 8th level, you can infuse your weapon strikes with venom. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage. When you reach 14th level, the extra damage increases to 2d8.\n\n##### Transformative Molt\nBeginning at 17th level, as part of a short or long rest, you can assume a new form, your old skin crumbling to dust. You decide what your new form looks like, including height, weight, facial features, vocal tone, coloration, and distinguishing characteristics, if any. This feature works like the Change Appearance aspect of the *alter self* spell, except it lasts until you finish a short or long rest.\n  In addition, when you are reduced to less than half your hit point maximum, you can end this transformation as a reaction to regain hit points equal to 3 times your cleric level. Once you end the transformation in this way, you can't use this feature to change your appearance again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Shadow Domain",
                    "slug": "shadow-domain",
                    "desc": "The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.\n\n**Shadow Domain Spells**\n| Cleric Level | Spells                                    | \n|--------------|-------------------------------------------| \n| 1st          | *bane*, *false life*                      | \n| 3rd          | *blindness/deafness*, *darkness*          | \n| 5th          | *blink*, *fear*                           | \n| 7th          | *black tentacles*, *greater invisibility* | \n| 9th          | *cone of cold*, *dream*                   |\n\n##### Cover of Night\nWhen you choose this domain at 1st level, you gain proficiency in the Stealth skill and darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. In addition, when you are in dim light or darkness, you can use a bonus action to Hide.\n\n##### Lengthen Shadow\nStarting at 1st level, you can manipulate your own shadow to extend your reach. When you cast a cleric spell with a range of touch, your shadow can deliver the spell as if you had cast the spell. Your target must be within 15 feet of you, and you must be able to see the target. You can use this feature even if you are in an area where you cast no shadow.\n  When you reach 10th level in this class, your shadow can affect any target you can see within 30 feet of you.\n\n##### Channel Divinity: Shadow Grasp\nStarting at 2nd level, you can use your Channel Divinity to turn a creature's shadow against them. As an action, choose one creature that you can see within 30 feet of you. That creature must make a Strength saving throw. If the creature fails the saving throw, it is restrained by its shadow until the end of your next turn. If the creature succeeds, it is grappled by its shadow until the end of your next turn. You can use this feature even if the target is in an area where it casts no shadow.\n\n##### Fade to Black\nAt 6th level, you can conceal yourself in shadow. As a bonus action when you are in dim light or darkness, you can magically become invisible for 1 minute. This effect ends early if you attack or cast a spell. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.\n\n##### Potent Spellcasting\nStarting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.\n\n##### Army of Shadow\nAt 17th level, you can manipulate multiple shadows simultaneously. When you use Shadow Grasp, you can affect a number of creatures equal to your proficiency bonus.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Vermin Domain",
                    "slug": "vermin-domain",
                    "desc": "You exemplify the cunning, stealth, and invasiveness of vermin (rodents, scorpions, spiders, ants, and other insects). As your dedication to this domain grows in strength, you realize a simple truth: vermin are everywhere, and you are legion.\n\n**Vermin Domain Spells**\n| Cleric Level | Spells  | \n|--------------|---------| \n| 1st          | *detect poison and disease*, *speak with animals* (vermin only)  | \n| 3rd          | *spider climb*, *web*  | \n| 5th          | *conjure animals* (vermin only), *fear*  | \n| 7th          | *dominate beast* (vermin only), *giant insect*  | \n| 9th          | *contagion*, *insect plague*  |\n\n##### The Unseen\nWhen you choose this domain at 1st level, you gain proficiency with shortswords and hand crossbows. You also gain proficiency in Stealth and Survival. You can communicate simple ideas telepathically with vermin, such as mice, spiders, and ants, within 100 feet of you. A vermin's responses, if any, are limited by its intelligence and typically convey the creature's current or most recent state, such as “hungry” or “in danger.”\n\n##### Channel Divinity: Swarm Step\nStarting at 2nd level, you can use your Channel Divinity to evade attackers. As a bonus action, or as reaction when you are attacked, you transform into a swarm of vermin and move up to 30 feet to an unoccupied space that you can see. This movement doesn't provoke opportunity attacks. When you arrive at your destination, you revert to your normal form.\n\n##### Legion of Bites\nAt 6th level, you can send hundreds of spectral vermin to assail an enemy and aid your allies. As an action, choose a creature you can see within 30 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or be covered in spectral vermin for 1 minute. Each time one of your allies hits the target with a weapon attack, the target takes an extra 1d4 poison damage. A creature that is immune to disease is immune to this feature.\n  You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.\n\n##### Divine Strike\nAt 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.\n\n##### Verminform Blessing\nAt 17th level, you become a natural lycanthrope. You use the statistics of a wererat, though your form can take on insectoid aspects, such as mandibles, compound eyes, or antennae, instead of rat aspects; whichever aspects are most appropriate for your deity. Your alignment doesn't change as a result of this lycanthropy, and you can't spread the disease of lycanthropy.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Wind Domain",
                    "slug": "wind-domain",
                    "desc": "You have dedicated yourself to the service of the primordial winds. In their service, you are the gentle zephyr brushing away adversity or the vengeful storm scouring the stones from the mountainside.\n\n**Wind Domain Spells**\n| Cleric Level | Spells                                                        | \n|--------------|---------------------------------------------------------------| \n| 1st          | *feather fall*, *thunderwave*                                 | \n| 3rd          | *gust of wind*, *misty step*                                  | \n| 5th          | *fly*, *wind wall*                                            | \n| 7th          | *conjure minor elementals* (air only), *freedom of movement*  | \n| 9th          | *cloudkill*, *conjure elemental* (air only)                   |\n\n##### Wind's Chosen\nWhen you choose this domain at 1st level, you learn the *mage hand* cantrip and gain proficiency in the Nature skill. When you cast *mage hand*, you can make the hand invisible, and you can control the hand as a bonus action.\n\n##### Channel Divinity: Grasp Not the Wind\nAt 2nd level, you can use your Channel Divinity to end the grappled condition on yourself and gain a flying speed equal to your walking speed until the end of your turn. You don't provoke opportunity attacks while flying in this way.\n\n##### Stormshield\nAt 6th level, when you take lightning or thunder damage, you can use your reaction to gain resistance to lightning and thunder damage, including against the triggering attack, until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.\n\n##### Divine Strike\nAt 8th level, you infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.\n\n##### Dire Tempest\nAt 17th level, you can create a 20-foot-radius tornado of swirling wind and debris at a point you can see within 120 feet. The storm lasts until the start of your next turn. All Huge or smaller creatures within the area must make a Strength saving throw against your spell save DC. On a failure, a creature takes 8d6 bludgeoning damage and is thrown 1d4 *x* 10 feet into the air. On a success, a creature takes half the damage and isn't thrown into the air. Creatures thrown into the air take falling damage as normal and land prone.\n  In addition, each creature that starts its turn within 15 feet of the tornado must succeed on a Strength saving throw against your spell save DC or be dragged into the tornado's area. A creature that enters the tornado's area is thrown 1d4 *x* 10 feet into the air, taking falling damage as normal and landing prone.\nOnce you use this feature, you can't use it again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                }
            ],
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "name": "Monk",
            "slug": "monk",
            "desc": "### Unarmored Defense \n \nBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. \n \n### Martial Arts \n \nAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property. \n \nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: \n \n* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. \n* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. \n* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. \n \nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. \n \n### Ki \n \nStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. \n \nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. \n \nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. \n \nSome of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: \n \n**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier \n \n#### Flurry of Blows \n \nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. \n \n#### Patient Defense \n \nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn. \n \n#### Step of the Wind \n \nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. \n \n### Unarmored Movement \n \nStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. \n \nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. \n \n### Monastic Tradition \n \nWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. \n \n### Deflect Missiles \n \nStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. \n \nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. \n \n### Ability Score Improvement \n \nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. \n \n### Slow Fall \n \nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. \n \n### Extra Attack \n \nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. \n \n### Stunning Strike \n \nStarting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. \n \n### Ki-Empowered Strikes \n \nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \n \n### Evasion \n \nAt 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. \n \n### Stillness of Mind \n \nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. \n \n### Purity of Body \n \nAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. \n \n### Tongue of the Sun and Moon \n \nStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. \n \n### Diamond Soul \n \nBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws. \n \nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. \n \n### Timeless Body \n \nAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. \n \n### Empty Body \n \nBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. \n \nAdditionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you can't take any other creatures with you. \n \n### Perfect Self \n \nAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. \n \n### Monastic Traditions \n \nThree traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.",
            "hit_dice": "1d8",
            "hp_at_1st_level": "8 + your Constitution modifier",
            "hp_at_higher_levels": "1d8 (or 5) + your Constitution modifier per monk level after 1st",
            "prof_armor": "None",
            "prof_weapons": "Simple weapons, shortswords",
            "prof_tools": "Choose one type of artisan's tools or one musical instrument",
            "prof_saving_throws": "Strength, Dexterity",
            "prof_skills": "Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth",
            "equipment": "You start with the following equipment, in addition to the equipment granted by your background: \n \n* (*a*) a shortsword or (*b*) any simple weapon \n* (*a*) a dungeoneer's pack or (*b*) an explorer's pack \n* 10 darts",
            "table": "| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features                                         | \n|-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------| \n| 1st   | +2                | 1d4          | -         | -                  | Unarmored Defense, Martial Arts                  | \n| 2nd   | +2                | 1d4          | 2         | +10 ft.            | Ki, Unarmored Movement                           | \n| 3rd   | +2                | 1d4          | 3         | +10 ft.            | Monastic Tradition, Deflect Missiles             | \n| 4th   | +2                | 1d4          | 4         | +10 ft.            | Ability Score Improvement, Slow Fall             | \n| 5th   | +3                | 1d6          | 5         | +10 ft.            | Extra Attack, Stunning Strike                    | \n| 6th   | +3                | 1d6          | 6         | +15 ft.            | Ki-Empowered Strikes, Monastic Tradition Feature | \n| 7th   | +3                | 1d6          | 7         | +15 ft.            | Evasion, Stillness of Mind                       | \n| 8th   | +3                | 1d6          | 8         | +15 ft.            | Ability Score Improvement                        | \n| 9th   | +4                | 1d6          | 9         | +15 ft.            | Unarmored Movement improvement                   | \n| 10th  | +4                | 1d6          | 10        | +20 ft.            | Purity of Body                                   | \n| 11th  | +4                | 1d8          | 11        | +20 ft.            | Monastic Tradition Feature                       | \n| 12th  | +4                | 1d8          | 12        | +20 ft.            | Ability Score Improvement                        | \n| 13th  | +5                | 1d8          | 13        | +20 ft.            | Tongue of the Sun and Moon                       | \n| 14th  | +5                | 1d8          | 14        | +25 ft.            | Diamond Soul                                     | \n| 15th  | +5                | 1d8          | 15        | +25 ft.            | Timeless Body                                    | \n| 16th  | +5                | 1d8          | 16        | +25 ft.            | Ability Score Improvement                        | \n| 17th  | +6                | 1d10         | 17        | +25 ft.            | Monastic Tradition Feature                       | \n| 18th  | +6                | 1d10         | 18        | +30 ft.            | Empty Body                                       | \n| 19th  | +6                | 1d10         | 19        | +30 ft.            | Ability Score Improvement                        | \n| 20th  | +6                | 1d10         | 20        | +30 ft.            | Perfect Self                                     |",
            "spellcasting_ability": "",
            "subtypes_name": "Monastic Traditions",
            "archetypes": [
                {
                    "name": "Way of the Open Hand",
                    "slug": "way-of-the-open-hand",
                    "desc": "Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. \n \n##### Open Hand Technique \n \nStarting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: \n* It must succeed on a Dexterity saving throw or be knocked prone. \n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. \n* It can't take reactions until the end of your next turn. \n \n##### Wholeness of Body \n \nAt 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. \n \n##### Tranquility \n \nBeginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. \n \n##### Quivering Palm \n \nAt 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. \n \nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.",
                    "document__slug": "wotc-srd",
                    "document__title": "5e Core Rules",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
                },
                {
                    "name": "Way of the Cerulean Spirit",
                    "slug": "way-of-the-cerulean-spirit",
                    "desc": "To become a Cerulean Spirit is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to pervert the sanctity of civilization.\nThe monks of the Cerulean Spirit are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.\n\n##### Mystical Erudition\nUpon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cerulean Spirit, allowing you to mystically recall information on history and lore from the monastery’s collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.\n\n##### Extract Aspects\nBeginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level.\n\n##### Extort Truth\nAt 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.\n\n##### Mind of Mercury\nStarting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.\nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.\n\n##### Preternatural Counter\nBeginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.\n\n##### Debilitating Barrage\nUpon reaching 17th level, you’ve gained the knowledge to temporarily alter and lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder.",
                    "document__slug": "taldorei",
                    "document__title": "Critical Role: Tal’Dorei Campaign Setting",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/"
                },
                {
                    "name": "Way of Concordant Motion",
                    "slug": "way-of-concordant-motion",
                    "desc": "The monks of Concordant Motion follow a tradition developed and honed by various goblin and kobold clans that favored tactics involving swarming warriors. The tradition combines tactical disciplines designed to encourage groups to work as one unit with practical strategies for enhancing allies. Where many warrior-monks view ki as a power best kept within, the Way of Concordant Motion teaches its followers to project their ki into their allies through ascetic meditation and mental exercises. Followers of this tradition value teamwork and promote functioning as a cohesive whole above any search for triumph or glory.\n\n##### Cooperative Ki\nStarting when you choose this tradition at 3rd level, when you spend ki on certain features, you can share some of the effects with your allies.\n\n***Flurry of Blows.*** When you spend ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die *+* your Wisdom modifier.\n\n***Patient Defense.*** When you spend ki to use Patient Defense, you can spend 1 additional ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.\n\n***Step of the Wind.*** When you spend ki to use Step of the Wind, you can spend 1 additional ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.\n\n##### Deflect Strike\nAt 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.\n\n##### Coordinated Maneuvers\nStarting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 ki point for each ally you target.\n  In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.\n\n##### Concordant Mind\nAt 17th level, you have mastered the ability to empower your allies with your ki. As an action, you can expend 5 ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Dragon",
                    "slug": "way-of-the-dragon",
                    "desc": "You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long.\n\n##### Draconic Affiliation\nStarting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.\n\n| Dragon              | Associated Skill  | Damage Type | \n|---------------------|-------------------|-------------| \n| Black or Copper     | Stealth           | Acid        | \n| Blue or Bronze      | Insight           | Lightning   | \n| Brass, Gold, or Red | Intimidation      | Fire        | \n| Green               | Deception         | Poison      | \n| Silver or White     | History           | Cold        |\n\nWhen you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.\n\n##### Draconic Onslaught\nAt 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Take Flight\nStarting at 6th level, when you take the Dash action, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Conquering Wyrm\nBeginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.\n\n##### Scales of the Wyrm\nAt 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 ki points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Humble Elephant",
                    "slug": "way-of-the-humble-elephant",
                    "desc": "Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their presence brings to the community.\n\n##### Slow to Anger\nStarting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.\n  When you use either of these reactions, you can spend 1 ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Unyielding Step\nStarting at 6th level, you can spend 1 ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.\n\n##### Decisive in Wrath\nAt 11th level, when you spend 1 ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Thick Hide\nAt 17th level, you can spend 5 ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Still Waters",
                    "slug": "way-of-the-still-waters",
                    "desc": "Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.\n\n##### Perfect Calm\nStarting when you choose this tradition at 3rd level, when you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.\n\n##### Turbulent Waters\nStarting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.\n\n##### Spreading Ripples\nAt 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.\n  When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.\n\n##### Duality of Water\nBeginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.\n\n##### Tempestuous Waters\nAt 17th level, when you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Tipsy Monkey",
                    "slug": "way-of-the-tipsy-monkey",
                    "desc": "Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.\n  Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.\n\n##### Adaptive Fighting\nMonks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.\n\n##### Sway and Strike\nAt 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.\n\n##### Jester Style\nBeginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.\n  When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.\n  You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.\n\n##### Fortune Favors the Fool\nStarting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon's type instead.\n\n##### Stumbling Stance\nAt 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Unerring Arrow",
                    "slug": "way-of-the-unerring-arrow",
                    "desc": "The inner peace of contemplation, the artistry of focused breathing, and the calm awareness which leads to pinpoint accuracy all contribute to the Way of the Unerring Arrow. Some are dedicated soldiers, others walk the path of a wandering warrior-mendicant, but all of them hone their art of self-control, spirituality, and the martial arts, combining unarmed combat with archery. Select this tradition if you want to play a character who is as comfortable trading kicks and blows as they are with snatching an arrow from the air and firing it back in a single motion.\n\n##### Archery Training\nWhen you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.\n  When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.\n\n##### Flurry of Deflection\nAt 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.\n  At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.\n\n##### Needle Eye of Insight\nAt 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.\n\n##### Steel Rain Blossom\nAt 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.\n  In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.\n\n##### Improbable Shot\nAt 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.\n  Alternatively, you can spend 5 ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the *plane shift* or *rope trick* spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Wildcat",
                    "slug": "way-of-the-wildcat",
                    "desc": "Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring.\n\n##### Enhanced Agility\nWhen you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.\n\n##### Feline Reflexes\nAlso at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.\n  You can't benefit from this feature if your speed is 0.\n\n##### Springing Pounce\nStarting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.\n  You can use this feature only once per turn.\n\n##### Improved Feline Reflexes\nStarting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the *fireball* that you avoided. If you end this movement within 5 feet of the source, you can spend 3 ki points to make one unarmed strike against it.\n\n##### Hundred Step Strike\nAt 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.\n  If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending ki, provided you have the movement to do so.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                }
            ],
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "name": "Monk",
            "slug": "monk",
            "desc": "### Unarmored Defense \n \nBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. \n \n### Martial Arts \n \nAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property. \n \nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: \n \n* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. \n* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. \n* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. \n \nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. \n \n### Ki \n \nStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. \n \nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. \n \nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. \n \nSome of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: \n \n**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier \n \n#### Flurry of Blows \n \nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. \n \n#### Patient Defense \n \nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn. \n \n#### Step of the Wind \n \nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. \n \n### Unarmored Movement \n \nStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. \n \nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. \n \n### Monastic Tradition \n \nWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. \n \n### Deflect Missiles \n \nStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. \n \nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. \n \n### Ability Score Improvement \n \nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. \n \n### Slow Fall \n \nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. \n \n### Extra Attack \n \nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. \n \n### Stunning Strike \n \nStarting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. \n \n### Ki-Empowered Strikes \n \nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \n \n### Evasion \n \nAt 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. \n \n### Stillness of Mind \n \nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. \n \n### Purity of Body \n \nAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. \n \n### Tongue of the Sun and Moon \n \nStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. \n \n### Diamond Soul \n \nBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws. \n \nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. \n \n### Timeless Body \n \nAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. \n \n### Empty Body \n \nBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. \n \nAdditionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you can't take any other creatures with you. \n \n### Perfect Self \n \nAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. \n \n### Monastic Traditions \n \nThree traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.",
            "hit_dice": "1d8",
            "hp_at_1st_level": "8 + your Constitution modifier",
            "hp_at_higher_levels": "1d8 (or 5) + your Constitution modifier per monk level after 1st",
            "prof_armor": "None",
            "prof_weapons": "Simple weapons, shortswords",
            "prof_tools": "Choose one type of artisan's tools or one musical instrument",
            "prof_saving_throws": "Strength, Dexterity",
            "prof_skills": "Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth",
            "equipment": "You start with the following equipment, in addition to the equipment granted by your background: \n \n* (*a*) a shortsword or (*b*) any simple weapon \n* (*a*) a dungeoneer's pack or (*b*) an explorer's pack \n* 10 darts",
            "table": "| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features                                         | \n|-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------| \n| 1st   | +2                | 1d4          | -         | -                  | Unarmored Defense, Martial Arts                  | \n| 2nd   | +2                | 1d4          | 2         | +10 ft.            | Ki, Unarmored Movement                           | \n| 3rd   | +2                | 1d4          | 3         | +10 ft.            | Monastic Tradition, Deflect Missiles             | \n| 4th   | +2                | 1d4          | 4         | +10 ft.            | Ability Score Improvement, Slow Fall             | \n| 5th   | +3                | 1d6          | 5         | +10 ft.            | Extra Attack, Stunning Strike                    | \n| 6th   | +3                | 1d6          | 6         | +15 ft.            | Ki-Empowered Strikes, Monastic Tradition Feature | \n| 7th   | +3                | 1d6          | 7         | +15 ft.            | Evasion, Stillness of Mind                       | \n| 8th   | +3                | 1d6          | 8         | +15 ft.            | Ability Score Improvement                        | \n| 9th   | +4                | 1d6          | 9         | +15 ft.            | Unarmored Movement improvement                   | \n| 10th  | +4                | 1d6          | 10        | +20 ft.            | Purity of Body                                   | \n| 11th  | +4                | 1d8          | 11        | +20 ft.            | Monastic Tradition Feature                       | \n| 12th  | +4                | 1d8          | 12        | +20 ft.            | Ability Score Improvement                        | \n| 13th  | +5                | 1d8          | 13        | +20 ft.            | Tongue of the Sun and Moon                       | \n| 14th  | +5                | 1d8          | 14        | +25 ft.            | Diamond Soul                                     | \n| 15th  | +5                | 1d8          | 15        | +25 ft.            | Timeless Body                                    | \n| 16th  | +5                | 1d8          | 16        | +25 ft.            | Ability Score Improvement                        | \n| 17th  | +6                | 1d10         | 17        | +25 ft.            | Monastic Tradition Feature                       | \n| 18th  | +6                | 1d10         | 18        | +30 ft.            | Empty Body                                       | \n| 19th  | +6                | 1d10         | 19        | +30 ft.            | Ability Score Improvement                        | \n| 20th  | +6                | 1d10         | 20        | +30 ft.            | Perfect Self                                     |",
            "spellcasting_ability": "",
            "subtypes_name": "Monastic Traditions",
            "archetypes": [
                {
                    "name": "Way of the Open Hand",
                    "slug": "way-of-the-open-hand",
                    "desc": "Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. \n \n##### Open Hand Technique \n \nStarting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: \n* It must succeed on a Dexterity saving throw or be knocked prone. \n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. \n* It can't take reactions until the end of your next turn. \n \n##### Wholeness of Body \n \nAt 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. \n \n##### Tranquility \n \nBeginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. \n \n##### Quivering Palm \n \nAt 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. \n \nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.",
                    "document__slug": "wotc-srd",
                    "document__title": "5e Core Rules",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
                },
                {
                    "name": "Way of the Cerulean Spirit",
                    "slug": "way-of-the-cerulean-spirit",
                    "desc": "To become a Cerulean Spirit is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to pervert the sanctity of civilization.\nThe monks of the Cerulean Spirit are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.\n\n##### Mystical Erudition\nUpon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cerulean Spirit, allowing you to mystically recall information on history and lore from the monastery’s collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.\n\n##### Extract Aspects\nBeginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level.\n\n##### Extort Truth\nAt 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.\n\n##### Mind of Mercury\nStarting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.\nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.\n\n##### Preternatural Counter\nBeginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.\n\n##### Debilitating Barrage\nUpon reaching 17th level, you’ve gained the knowledge to temporarily alter and lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder.",
                    "document__slug": "taldorei",
                    "document__title": "Critical Role: Tal’Dorei Campaign Setting",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/"
                },
                {
                    "name": "Way of Concordant Motion",
                    "slug": "way-of-concordant-motion",
                    "desc": "The monks of Concordant Motion follow a tradition developed and honed by various goblin and kobold clans that favored tactics involving swarming warriors. The tradition combines tactical disciplines designed to encourage groups to work as one unit with practical strategies for enhancing allies. Where many warrior-monks view ki as a power best kept within, the Way of Concordant Motion teaches its followers to project their ki into their allies through ascetic meditation and mental exercises. Followers of this tradition value teamwork and promote functioning as a cohesive whole above any search for triumph or glory.\n\n##### Cooperative Ki\nStarting when you choose this tradition at 3rd level, when you spend ki on certain features, you can share some of the effects with your allies.\n\n***Flurry of Blows.*** When you spend ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die *+* your Wisdom modifier.\n\n***Patient Defense.*** When you spend ki to use Patient Defense, you can spend 1 additional ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.\n\n***Step of the Wind.*** When you spend ki to use Step of the Wind, you can spend 1 additional ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.\n\n##### Deflect Strike\nAt 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.\n\n##### Coordinated Maneuvers\nStarting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 ki point for each ally you target.\n  In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.\n\n##### Concordant Mind\nAt 17th level, you have mastered the ability to empower your allies with your ki. As an action, you can expend 5 ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Dragon",
                    "slug": "way-of-the-dragon",
                    "desc": "You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long.\n\n##### Draconic Affiliation\nStarting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.\n\n| Dragon              | Associated Skill  | Damage Type | \n|---------------------|-------------------|-------------| \n| Black or Copper     | Stealth           | Acid        | \n| Blue or Bronze      | Insight           | Lightning   | \n| Brass, Gold, or Red | Intimidation      | Fire        | \n| Green               | Deception         | Poison      | \n| Silver or White     | History           | Cold        |\n\nWhen you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.\n\n##### Draconic Onslaught\nAt 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Take Flight\nStarting at 6th level, when you take the Dash action, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Conquering Wyrm\nBeginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.\n\n##### Scales of the Wyrm\nAt 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 ki points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Humble Elephant",
                    "slug": "way-of-the-humble-elephant",
                    "desc": "Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their presence brings to the community.\n\n##### Slow to Anger\nStarting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.\n  When you use either of these reactions, you can spend 1 ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Unyielding Step\nStarting at 6th level, you can spend 1 ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.\n\n##### Decisive in Wrath\nAt 11th level, when you spend 1 ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Thick Hide\nAt 17th level, you can spend 5 ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Still Waters",
                    "slug": "way-of-the-still-waters",
                    "desc": "Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.\n\n##### Perfect Calm\nStarting when you choose this tradition at 3rd level, when you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.\n\n##### Turbulent Waters\nStarting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.\n\n##### Spreading Ripples\nAt 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.\n  When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.\n\n##### Duality of Water\nBeginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.\n\n##### Tempestuous Waters\nAt 17th level, when you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Tipsy Monkey",
                    "slug": "way-of-the-tipsy-monkey",
                    "desc": "Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.\n  Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.\n\n##### Adaptive Fighting\nMonks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.\n\n##### Sway and Strike\nAt 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.\n\n##### Jester Style\nBeginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.\n  When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.\n  You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.\n\n##### Fortune Favors the Fool\nStarting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon's type instead.\n\n##### Stumbling Stance\nAt 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Unerring Arrow",
                    "slug": "way-of-the-unerring-arrow",
                    "desc": "The inner peace of contemplation, the artistry of focused breathing, and the calm awareness which leads to pinpoint accuracy all contribute to the Way of the Unerring Arrow. Some are dedicated soldiers, others walk the path of a wandering warrior-mendicant, but all of them hone their art of self-control, spirituality, and the martial arts, combining unarmed combat with archery. Select this tradition if you want to play a character who is as comfortable trading kicks and blows as they are with snatching an arrow from the air and firing it back in a single motion.\n\n##### Archery Training\nWhen you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.\n  When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.\n\n##### Flurry of Deflection\nAt 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.\n  At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.\n\n##### Needle Eye of Insight\nAt 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.\n\n##### Steel Rain Blossom\nAt 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.\n  In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.\n\n##### Improbable Shot\nAt 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.\n  Alternatively, you can spend 5 ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the *plane shift* or *rope trick* spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Wildcat",
                    "slug": "way-of-the-wildcat",
                    "desc": "Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring.\n\n##### Enhanced Agility\nWhen you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.\n\n##### Feline Reflexes\nAlso at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.\n  You can't benefit from this feature if your speed is 0.\n\n##### Springing Pounce\nStarting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.\n  You can use this feature only once per turn.\n\n##### Improved Feline Reflexes\nStarting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the *fireball* that you avoided. If you end this movement within 5 feet of the source, you can spend 3 ki points to make one unarmed strike against it.\n\n##### Hundred Step Strike\nAt 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.\n  If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending ki, provided you have the movement to do so.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                }
            ],
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "name": "Monk",
            "slug": "monk",
            "desc": "### Unarmored Defense \n \nBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. \n \n### Martial Arts \n \nAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property. \n \nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: \n \n* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. \n* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. \n* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. \n \nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. \n \n### Ki \n \nStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. \n \nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. \n \nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. \n \nSome of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: \n \n**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier \n \n#### Flurry of Blows \n \nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. \n \n#### Patient Defense \n \nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn. \n \n#### Step of the Wind \n \nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. \n \n### Unarmored Movement \n \nStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. \n \nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. \n \n### Monastic Tradition \n \nWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. \n \n### Deflect Missiles \n \nStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. \n \nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. \n \n### Ability Score Improvement \n \nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. \n \n### Slow Fall \n \nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. \n \n### Extra Attack \n \nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. \n \n### Stunning Strike \n \nStarting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. \n \n### Ki-Empowered Strikes \n \nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \n \n### Evasion \n \nAt 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. \n \n### Stillness of Mind \n \nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. \n \n### Purity of Body \n \nAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. \n \n### Tongue of the Sun and Moon \n \nStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. \n \n### Diamond Soul \n \nBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws. \n \nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. \n \n### Timeless Body \n \nAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. \n \n### Empty Body \n \nBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. \n \nAdditionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you can't take any other creatures with you. \n \n### Perfect Self \n \nAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. \n \n### Monastic Traditions \n \nThree traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.",
            "hit_dice": "1d8",
            "hp_at_1st_level": "8 + your Constitution modifier",
            "hp_at_higher_levels": "1d8 (or 5) + your Constitution modifier per monk level after 1st",
            "prof_armor": "None",
            "prof_weapons": "Simple weapons, shortswords",
            "prof_tools": "Choose one type of artisan's tools or one musical instrument",
            "prof_saving_throws": "Strength, Dexterity",
            "prof_skills": "Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth",
            "equipment": "You start with the following equipment, in addition to the equipment granted by your background: \n \n* (*a*) a shortsword or (*b*) any simple weapon \n* (*a*) a dungeoneer's pack or (*b*) an explorer's pack \n* 10 darts",
            "table": "| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features                                         | \n|-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------| \n| 1st   | +2                | 1d4          | -         | -                  | Unarmored Defense, Martial Arts                  | \n| 2nd   | +2                | 1d4          | 2         | +10 ft.            | Ki, Unarmored Movement                           | \n| 3rd   | +2                | 1d4          | 3         | +10 ft.            | Monastic Tradition, Deflect Missiles             | \n| 4th   | +2                | 1d4          | 4         | +10 ft.            | Ability Score Improvement, Slow Fall             | \n| 5th   | +3                | 1d6          | 5         | +10 ft.            | Extra Attack, Stunning Strike                    | \n| 6th   | +3                | 1d6          | 6         | +15 ft.            | Ki-Empowered Strikes, Monastic Tradition Feature | \n| 7th   | +3                | 1d6          | 7         | +15 ft.            | Evasion, Stillness of Mind                       | \n| 8th   | +3                | 1d6          | 8         | +15 ft.            | Ability Score Improvement                        | \n| 9th   | +4                | 1d6          | 9         | +15 ft.            | Unarmored Movement improvement                   | \n| 10th  | +4                | 1d6          | 10        | +20 ft.            | Purity of Body                                   | \n| 11th  | +4                | 1d8          | 11        | +20 ft.            | Monastic Tradition Feature                       | \n| 12th  | +4                | 1d8          | 12        | +20 ft.            | Ability Score Improvement                        | \n| 13th  | +5                | 1d8          | 13        | +20 ft.            | Tongue of the Sun and Moon                       | \n| 14th  | +5                | 1d8          | 14        | +25 ft.            | Diamond Soul                                     | \n| 15th  | +5                | 1d8          | 15        | +25 ft.            | Timeless Body                                    | \n| 16th  | +5                | 1d8          | 16        | +25 ft.            | Ability Score Improvement                        | \n| 17th  | +6                | 1d10         | 17        | +25 ft.            | Monastic Tradition Feature                       | \n| 18th  | +6                | 1d10         | 18        | +30 ft.            | Empty Body                                       | \n| 19th  | +6                | 1d10         | 19        | +30 ft.            | Ability Score Improvement                        | \n| 20th  | +6                | 1d10         | 20        | +30 ft.            | Perfect Self                                     |",
            "spellcasting_ability": "",
            "subtypes_name": "Monastic Traditions",
            "archetypes": [
                {
                    "name": "Way of the Open Hand",
                    "slug": "way-of-the-open-hand",
                    "desc": "Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. \n \n##### Open Hand Technique \n \nStarting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: \n* It must succeed on a Dexterity saving throw or be knocked prone. \n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. \n* It can't take reactions until the end of your next turn. \n \n##### Wholeness of Body \n \nAt 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. \n \n##### Tranquility \n \nBeginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. \n \n##### Quivering Palm \n \nAt 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. \n \nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.",
                    "document__slug": "wotc-srd",
                    "document__title": "5e Core Rules",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
                },
                {
                    "name": "Way of the Cerulean Spirit",
                    "slug": "way-of-the-cerulean-spirit",
                    "desc": "To become a Cerulean Spirit is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to pervert the sanctity of civilization.\nThe monks of the Cerulean Spirit are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.\n\n##### Mystical Erudition\nUpon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cerulean Spirit, allowing you to mystically recall information on history and lore from the monastery’s collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.\n\n##### Extract Aspects\nBeginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level.\n\n##### Extort Truth\nAt 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.\n\n##### Mind of Mercury\nStarting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.\nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.\n\n##### Preternatural Counter\nBeginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.\n\n##### Debilitating Barrage\nUpon reaching 17th level, you’ve gained the knowledge to temporarily alter and lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder.",
                    "document__slug": "taldorei",
                    "document__title": "Critical Role: Tal’Dorei Campaign Setting",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/"
                },
                {
                    "name": "Way of Concordant Motion",
                    "slug": "way-of-concordant-motion",
                    "desc": "The monks of Concordant Motion follow a tradition developed and honed by various goblin and kobold clans that favored tactics involving swarming warriors. The tradition combines tactical disciplines designed to encourage groups to work as one unit with practical strategies for enhancing allies. Where many warrior-monks view ki as a power best kept within, the Way of Concordant Motion teaches its followers to project their ki into their allies through ascetic meditation and mental exercises. Followers of this tradition value teamwork and promote functioning as a cohesive whole above any search for triumph or glory.\n\n##### Cooperative Ki\nStarting when you choose this tradition at 3rd level, when you spend ki on certain features, you can share some of the effects with your allies.\n\n***Flurry of Blows.*** When you spend ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die *+* your Wisdom modifier.\n\n***Patient Defense.*** When you spend ki to use Patient Defense, you can spend 1 additional ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.\n\n***Step of the Wind.*** When you spend ki to use Step of the Wind, you can spend 1 additional ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.\n\n##### Deflect Strike\nAt 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.\n\n##### Coordinated Maneuvers\nStarting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 ki point for each ally you target.\n  In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.\n\n##### Concordant Mind\nAt 17th level, you have mastered the ability to empower your allies with your ki. As an action, you can expend 5 ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Dragon",
                    "slug": "way-of-the-dragon",
                    "desc": "You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long.\n\n##### Draconic Affiliation\nStarting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.\n\n| Dragon              | Associated Skill  | Damage Type | \n|---------------------|-------------------|-------------| \n| Black or Copper     | Stealth           | Acid        | \n| Blue or Bronze      | Insight           | Lightning   | \n| Brass, Gold, or Red | Intimidation      | Fire        | \n| Green               | Deception         | Poison      | \n| Silver or White     | History           | Cold        |\n\nWhen you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.\n\n##### Draconic Onslaught\nAt 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Take Flight\nStarting at 6th level, when you take the Dash action, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Conquering Wyrm\nBeginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.\n\n##### Scales of the Wyrm\nAt 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 ki points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Humble Elephant",
                    "slug": "way-of-the-humble-elephant",
                    "desc": "Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their presence brings to the community.\n\n##### Slow to Anger\nStarting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.\n  When you use either of these reactions, you can spend 1 ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Unyielding Step\nStarting at 6th level, you can spend 1 ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.\n\n##### Decisive in Wrath\nAt 11th level, when you spend 1 ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Thick Hide\nAt 17th level, you can spend 5 ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Still Waters",
                    "slug": "way-of-the-still-waters",
                    "desc": "Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.\n\n##### Perfect Calm\nStarting when you choose this tradition at 3rd level, when you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.\n\n##### Turbulent Waters\nStarting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.\n\n##### Spreading Ripples\nAt 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.\n  When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.\n\n##### Duality of Water\nBeginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.\n\n##### Tempestuous Waters\nAt 17th level, when you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Tipsy Monkey",
                    "slug": "way-of-the-tipsy-monkey",
                    "desc": "Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.\n  Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.\n\n##### Adaptive Fighting\nMonks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.\n\n##### Sway and Strike\nAt 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.\n\n##### Jester Style\nBeginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.\n  When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.\n  You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.\n\n##### Fortune Favors the Fool\nStarting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon's type instead.\n\n##### Stumbling Stance\nAt 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Unerring Arrow",
                    "slug": "way-of-the-unerring-arrow",
                    "desc": "The inner peace of contemplation, the artistry of focused breathing, and the calm awareness which leads to pinpoint accuracy all contribute to the Way of the Unerring Arrow. Some are dedicated soldiers, others walk the path of a wandering warrior-mendicant, but all of them hone their art of self-control, spirituality, and the martial arts, combining unarmed combat with archery. Select this tradition if you want to play a character who is as comfortable trading kicks and blows as they are with snatching an arrow from the air and firing it back in a single motion.\n\n##### Archery Training\nWhen you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.\n  When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.\n\n##### Flurry of Deflection\nAt 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.\n  At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.\n\n##### Needle Eye of Insight\nAt 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.\n\n##### Steel Rain Blossom\nAt 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.\n  In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.\n\n##### Improbable Shot\nAt 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.\n  Alternatively, you can spend 5 ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the *plane shift* or *rope trick* spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Wildcat",
                    "slug": "way-of-the-wildcat",
                    "desc": "Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring.\n\n##### Enhanced Agility\nWhen you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.\n\n##### Feline Reflexes\nAlso at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.\n  You can't benefit from this feature if your speed is 0.\n\n##### Springing Pounce\nStarting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.\n  You can use this feature only once per turn.\n\n##### Improved Feline Reflexes\nStarting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the *fireball* that you avoided. If you end this movement within 5 feet of the source, you can spend 3 ki points to make one unarmed strike against it.\n\n##### Hundred Step Strike\nAt 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.\n  If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending ki, provided you have the movement to do so.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                }
            ],
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "name": "Monk",
            "slug": "monk",
            "desc": "### Unarmored Defense \n \nBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. \n \n### Martial Arts \n \nAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property. \n \nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: \n \n* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. \n* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. \n* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. \n \nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. \n \n### Ki \n \nStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. \n \nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. \n \nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. \n \nSome of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: \n \n**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier \n \n#### Flurry of Blows \n \nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. \n \n#### Patient Defense \n \nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn. \n \n#### Step of the Wind \n \nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. \n \n### Unarmored Movement \n \nStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. \n \nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. \n \n### Monastic Tradition \n \nWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. \n \n### Deflect Missiles \n \nStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. \n \nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. \n \n### Ability Score Improvement \n \nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. \n \n### Slow Fall \n \nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. \n \n### Extra Attack \n \nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. \n \n### Stunning Strike \n \nStarting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. \n \n### Ki-Empowered Strikes \n \nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \n \n### Evasion \n \nAt 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. \n \n### Stillness of Mind \n \nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. \n \n### Purity of Body \n \nAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. \n \n### Tongue of the Sun and Moon \n \nStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. \n \n### Diamond Soul \n \nBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws. \n \nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. \n \n### Timeless Body \n \nAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. \n \n### Empty Body \n \nBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. \n \nAdditionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you can't take any other creatures with you. \n \n### Perfect Self \n \nAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. \n \n### Monastic Traditions \n \nThree traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.",
            "hit_dice": "1d8",
            "hp_at_1st_level": "8 + your Constitution modifier",
            "hp_at_higher_levels": "1d8 (or 5) + your Constitution modifier per monk level after 1st",
            "prof_armor": "None",
            "prof_weapons": "Simple weapons, shortswords",
            "prof_tools": "Choose one type of artisan's tools or one musical instrument",
            "prof_saving_throws": "Strength, Dexterity",
            "prof_skills": "Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth",
            "equipment": "You start with the following equipment, in addition to the equipment granted by your background: \n \n* (*a*) a shortsword or (*b*) any simple weapon \n* (*a*) a dungeoneer's pack or (*b*) an explorer's pack \n* 10 darts",
            "table": "| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features                                         | \n|-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------| \n| 1st   | +2                | 1d4          | -         | -                  | Unarmored Defense, Martial Arts                  | \n| 2nd   | +2                | 1d4          | 2         | +10 ft.            | Ki, Unarmored Movement                           | \n| 3rd   | +2                | 1d4          | 3         | +10 ft.            | Monastic Tradition, Deflect Missiles             | \n| 4th   | +2                | 1d4          | 4         | +10 ft.            | Ability Score Improvement, Slow Fall             | \n| 5th   | +3                | 1d6          | 5         | +10 ft.            | Extra Attack, Stunning Strike                    | \n| 6th   | +3                | 1d6          | 6         | +15 ft.            | Ki-Empowered Strikes, Monastic Tradition Feature | \n| 7th   | +3                | 1d6          | 7         | +15 ft.            | Evasion, Stillness of Mind                       | \n| 8th   | +3                | 1d6          | 8         | +15 ft.            | Ability Score Improvement                        | \n| 9th   | +4                | 1d6          | 9         | +15 ft.            | Unarmored Movement improvement                   | \n| 10th  | +4                | 1d6          | 10        | +20 ft.            | Purity of Body                                   | \n| 11th  | +4                | 1d8          | 11        | +20 ft.            | Monastic Tradition Feature                       | \n| 12th  | +4                | 1d8          | 12        | +20 ft.            | Ability Score Improvement                        | \n| 13th  | +5                | 1d8          | 13        | +20 ft.            | Tongue of the Sun and Moon                       | \n| 14th  | +5                | 1d8          | 14        | +25 ft.            | Diamond Soul                                     | \n| 15th  | +5                | 1d8          | 15        | +25 ft.            | Timeless Body                                    | \n| 16th  | +5                | 1d8          | 16        | +25 ft.            | Ability Score Improvement                        | \n| 17th  | +6                | 1d10         | 17        | +25 ft.            | Monastic Tradition Feature                       | \n| 18th  | +6                | 1d10         | 18        | +30 ft.            | Empty Body                                       | \n| 19th  | +6                | 1d10         | 19        | +30 ft.            | Ability Score Improvement                        | \n| 20th  | +6                | 1d10         | 20        | +30 ft.            | Perfect Self                                     |",
            "spellcasting_ability": "",
            "subtypes_name": "Monastic Traditions",
            "archetypes": [
                {
                    "name": "Way of the Open Hand",
                    "slug": "way-of-the-open-hand",
                    "desc": "Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. \n \n##### Open Hand Technique \n \nStarting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: \n* It must succeed on a Dexterity saving throw or be knocked prone. \n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. \n* It can't take reactions until the end of your next turn. \n \n##### Wholeness of Body \n \nAt 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. \n \n##### Tranquility \n \nBeginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. \n \n##### Quivering Palm \n \nAt 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. \n \nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.",
                    "document__slug": "wotc-srd",
                    "document__title": "5e Core Rules",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
                },
                {
                    "name": "Way of the Cerulean Spirit",
                    "slug": "way-of-the-cerulean-spirit",
                    "desc": "To become a Cerulean Spirit is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to pervert the sanctity of civilization.\nThe monks of the Cerulean Spirit are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.\n\n##### Mystical Erudition\nUpon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cerulean Spirit, allowing you to mystically recall information on history and lore from the monastery’s collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.\n\n##### Extract Aspects\nBeginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level.\n\n##### Extort Truth\nAt 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.\n\n##### Mind of Mercury\nStarting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.\nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.\n\n##### Preternatural Counter\nBeginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.\n\n##### Debilitating Barrage\nUpon reaching 17th level, you’ve gained the knowledge to temporarily alter and lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder.",
                    "document__slug": "taldorei",
                    "document__title": "Critical Role: Tal’Dorei Campaign Setting",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/"
                },
                {
                    "name": "Way of Concordant Motion",
                    "slug": "way-of-concordant-motion",
                    "desc": "The monks of Concordant Motion follow a tradition developed and honed by various goblin and kobold clans that favored tactics involving swarming warriors. The tradition combines tactical disciplines designed to encourage groups to work as one unit with practical strategies for enhancing allies. Where many warrior-monks view ki as a power best kept within, the Way of Concordant Motion teaches its followers to project their ki into their allies through ascetic meditation and mental exercises. Followers of this tradition value teamwork and promote functioning as a cohesive whole above any search for triumph or glory.\n\n##### Cooperative Ki\nStarting when you choose this tradition at 3rd level, when you spend ki on certain features, you can share some of the effects with your allies.\n\n***Flurry of Blows.*** When you spend ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die *+* your Wisdom modifier.\n\n***Patient Defense.*** When you spend ki to use Patient Defense, you can spend 1 additional ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.\n\n***Step of the Wind.*** When you spend ki to use Step of the Wind, you can spend 1 additional ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.\n\n##### Deflect Strike\nAt 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.\n\n##### Coordinated Maneuvers\nStarting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 ki point for each ally you target.\n  In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.\n\n##### Concordant Mind\nAt 17th level, you have mastered the ability to empower your allies with your ki. As an action, you can expend 5 ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Dragon",
                    "slug": "way-of-the-dragon",
                    "desc": "You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long.\n\n##### Draconic Affiliation\nStarting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.\n\n| Dragon              | Associated Skill  | Damage Type | \n|---------------------|-------------------|-------------| \n| Black or Copper     | Stealth           | Acid        | \n| Blue or Bronze      | Insight           | Lightning   | \n| Brass, Gold, or Red | Intimidation      | Fire        | \n| Green               | Deception         | Poison      | \n| Silver or White     | History           | Cold        |\n\nWhen you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.\n\n##### Draconic Onslaught\nAt 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Take Flight\nStarting at 6th level, when you take the Dash action, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Conquering Wyrm\nBeginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.\n\n##### Scales of the Wyrm\nAt 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 ki points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Humble Elephant",
                    "slug": "way-of-the-humble-elephant",
                    "desc": "Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their presence brings to the community.\n\n##### Slow to Anger\nStarting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.\n  When you use either of these reactions, you can spend 1 ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Unyielding Step\nStarting at 6th level, you can spend 1 ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.\n\n##### Decisive in Wrath\nAt 11th level, when you spend 1 ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Thick Hide\nAt 17th level, you can spend 5 ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Still Waters",
                    "slug": "way-of-the-still-waters",
                    "desc": "Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.\n\n##### Perfect Calm\nStarting when you choose this tradition at 3rd level, when you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.\n\n##### Turbulent Waters\nStarting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.\n\n##### Spreading Ripples\nAt 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.\n  When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.\n\n##### Duality of Water\nBeginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.\n\n##### Tempestuous Waters\nAt 17th level, when you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Tipsy Monkey",
                    "slug": "way-of-the-tipsy-monkey",
                    "desc": "Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.\n  Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.\n\n##### Adaptive Fighting\nMonks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.\n\n##### Sway and Strike\nAt 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.\n\n##### Jester Style\nBeginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.\n  When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.\n  You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.\n\n##### Fortune Favors the Fool\nStarting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon's type instead.\n\n##### Stumbling Stance\nAt 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Unerring Arrow",
                    "slug": "way-of-the-unerring-arrow",
                    "desc": "The inner peace of contemplation, the artistry of focused breathing, and the calm awareness which leads to pinpoint accuracy all contribute to the Way of the Unerring Arrow. Some are dedicated soldiers, others walk the path of a wandering warrior-mendicant, but all of them hone their art of self-control, spirituality, and the martial arts, combining unarmed combat with archery. Select this tradition if you want to play a character who is as comfortable trading kicks and blows as they are with snatching an arrow from the air and firing it back in a single motion.\n\n##### Archery Training\nWhen you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.\n  When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.\n\n##### Flurry of Deflection\nAt 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.\n  At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.\n\n##### Needle Eye of Insight\nAt 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.\n\n##### Steel Rain Blossom\nAt 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.\n  In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.\n\n##### Improbable Shot\nAt 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.\n  Alternatively, you can spend 5 ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the *plane shift* or *rope trick* spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Wildcat",
                    "slug": "way-of-the-wildcat",
                    "desc": "Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring.\n\n##### Enhanced Agility\nWhen you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.\n\n##### Feline Reflexes\nAlso at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.\n  You can't benefit from this feature if your speed is 0.\n\n##### Springing Pounce\nStarting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.\n  You can use this feature only once per turn.\n\n##### Improved Feline Reflexes\nStarting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the *fireball* that you avoided. If you end this movement within 5 feet of the source, you can spend 3 ki points to make one unarmed strike against it.\n\n##### Hundred Step Strike\nAt 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.\n  If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending ki, provided you have the movement to do so.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                }
            ],
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "name": "Monk",
            "slug": "monk",
            "desc": "### Unarmored Defense \n \nBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. \n \n### Martial Arts \n \nAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property. \n \nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: \n \n* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. \n* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. \n* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. \n \nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. \n \n### Ki \n \nStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. \n \nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. \n \nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. \n \nSome of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: \n \n**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier \n \n#### Flurry of Blows \n \nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. \n \n#### Patient Defense \n \nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn. \n \n#### Step of the Wind \n \nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. \n \n### Unarmored Movement \n \nStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. \n \nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. \n \n### Monastic Tradition \n \nWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. \n \n### Deflect Missiles \n \nStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. \n \nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. \n \n### Ability Score Improvement \n \nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. \n \n### Slow Fall \n \nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. \n \n### Extra Attack \n \nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. \n \n### Stunning Strike \n \nStarting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. \n \n### Ki-Empowered Strikes \n \nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \n \n### Evasion \n \nAt 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. \n \n### Stillness of Mind \n \nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. \n \n### Purity of Body \n \nAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. \n \n### Tongue of the Sun and Moon \n \nStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. \n \n### Diamond Soul \n \nBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws. \n \nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. \n \n### Timeless Body \n \nAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. \n \n### Empty Body \n \nBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. \n \nAdditionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you can't take any other creatures with you. \n \n### Perfect Self \n \nAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. \n \n### Monastic Traditions \n \nThree traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.",
            "hit_dice": "1d8",
            "hp_at_1st_level": "8 + your Constitution modifier",
            "hp_at_higher_levels": "1d8 (or 5) + your Constitution modifier per monk level after 1st",
            "prof_armor": "None",
            "prof_weapons": "Simple weapons, shortswords",
            "prof_tools": "Choose one type of artisan's tools or one musical instrument",
            "prof_saving_throws": "Strength, Dexterity",
            "prof_skills": "Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth",
            "equipment": "You start with the following equipment, in addition to the equipment granted by your background: \n \n* (*a*) a shortsword or (*b*) any simple weapon \n* (*a*) a dungeoneer's pack or (*b*) an explorer's pack \n* 10 darts",
            "table": "| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features                                         | \n|-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------| \n| 1st   | +2                | 1d4          | -         | -                  | Unarmored Defense, Martial Arts                  | \n| 2nd   | +2                | 1d4          | 2         | +10 ft.            | Ki, Unarmored Movement                           | \n| 3rd   | +2                | 1d4          | 3         | +10 ft.            | Monastic Tradition, Deflect Missiles             | \n| 4th   | +2                | 1d4          | 4         | +10 ft.            | Ability Score Improvement, Slow Fall             | \n| 5th   | +3                | 1d6          | 5         | +10 ft.            | Extra Attack, Stunning Strike                    | \n| 6th   | +3                | 1d6          | 6         | +15 ft.            | Ki-Empowered Strikes, Monastic Tradition Feature | \n| 7th   | +3                | 1d6          | 7         | +15 ft.            | Evasion, Stillness of Mind                       | \n| 8th   | +3                | 1d6          | 8         | +15 ft.            | Ability Score Improvement                        | \n| 9th   | +4                | 1d6          | 9         | +15 ft.            | Unarmored Movement improvement                   | \n| 10th  | +4                | 1d6          | 10        | +20 ft.            | Purity of Body                                   | \n| 11th  | +4                | 1d8          | 11        | +20 ft.            | Monastic Tradition Feature                       | \n| 12th  | +4                | 1d8          | 12        | +20 ft.            | Ability Score Improvement                        | \n| 13th  | +5                | 1d8          | 13        | +20 ft.            | Tongue of the Sun and Moon                       | \n| 14th  | +5                | 1d8          | 14        | +25 ft.            | Diamond Soul                                     | \n| 15th  | +5                | 1d8          | 15        | +25 ft.            | Timeless Body                                    | \n| 16th  | +5                | 1d8          | 16        | +25 ft.            | Ability Score Improvement                        | \n| 17th  | +6                | 1d10         | 17        | +25 ft.            | Monastic Tradition Feature                       | \n| 18th  | +6                | 1d10         | 18        | +30 ft.            | Empty Body                                       | \n| 19th  | +6                | 1d10         | 19        | +30 ft.            | Ability Score Improvement                        | \n| 20th  | +6                | 1d10         | 20        | +30 ft.            | Perfect Self                                     |",
            "spellcasting_ability": "",
            "subtypes_name": "Monastic Traditions",
            "archetypes": [
                {
                    "name": "Way of the Open Hand",
                    "slug": "way-of-the-open-hand",
                    "desc": "Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. \n \n##### Open Hand Technique \n \nStarting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: \n* It must succeed on a Dexterity saving throw or be knocked prone. \n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. \n* It can't take reactions until the end of your next turn. \n \n##### Wholeness of Body \n \nAt 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. \n \n##### Tranquility \n \nBeginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. \n \n##### Quivering Palm \n \nAt 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. \n \nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.",
                    "document__slug": "wotc-srd",
                    "document__title": "5e Core Rules",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
                },
                {
                    "name": "Way of the Cerulean Spirit",
                    "slug": "way-of-the-cerulean-spirit",
                    "desc": "To become a Cerulean Spirit is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to pervert the sanctity of civilization.\nThe monks of the Cerulean Spirit are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.\n\n##### Mystical Erudition\nUpon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cerulean Spirit, allowing you to mystically recall information on history and lore from the monastery’s collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.\n\n##### Extract Aspects\nBeginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level.\n\n##### Extort Truth\nAt 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.\n\n##### Mind of Mercury\nStarting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.\nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.\n\n##### Preternatural Counter\nBeginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.\n\n##### Debilitating Barrage\nUpon reaching 17th level, you’ve gained the knowledge to temporarily alter and lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder.",
                    "document__slug": "taldorei",
                    "document__title": "Critical Role: Tal’Dorei Campaign Setting",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/"
                },
                {
                    "name": "Way of Concordant Motion",
                    "slug": "way-of-concordant-motion",
                    "desc": "The monks of Concordant Motion follow a tradition developed and honed by various goblin and kobold clans that favored tactics involving swarming warriors. The tradition combines tactical disciplines designed to encourage groups to work as one unit with practical strategies for enhancing allies. Where many warrior-monks view ki as a power best kept within, the Way of Concordant Motion teaches its followers to project their ki into their allies through ascetic meditation and mental exercises. Followers of this tradition value teamwork and promote functioning as a cohesive whole above any search for triumph or glory.\n\n##### Cooperative Ki\nStarting when you choose this tradition at 3rd level, when you spend ki on certain features, you can share some of the effects with your allies.\n\n***Flurry of Blows.*** When you spend ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die *+* your Wisdom modifier.\n\n***Patient Defense.*** When you spend ki to use Patient Defense, you can spend 1 additional ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.\n\n***Step of the Wind.*** When you spend ki to use Step of the Wind, you can spend 1 additional ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.\n\n##### Deflect Strike\nAt 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.\n\n##### Coordinated Maneuvers\nStarting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 ki point for each ally you target.\n  In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.\n\n##### Concordant Mind\nAt 17th level, you have mastered the ability to empower your allies with your ki. As an action, you can expend 5 ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Dragon",
                    "slug": "way-of-the-dragon",
                    "desc": "You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long.\n\n##### Draconic Affiliation\nStarting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.\n\n| Dragon              | Associated Skill  | Damage Type | \n|---------------------|-------------------|-------------| \n| Black or Copper     | Stealth           | Acid        | \n| Blue or Bronze      | Insight           | Lightning   | \n| Brass, Gold, or Red | Intimidation      | Fire        | \n| Green               | Deception         | Poison      | \n| Silver or White     | History           | Cold        |\n\nWhen you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.\n\n##### Draconic Onslaught\nAt 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Take Flight\nStarting at 6th level, when you take the Dash action, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Conquering Wyrm\nBeginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.\n\n##### Scales of the Wyrm\nAt 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 ki points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Humble Elephant",
                    "slug": "way-of-the-humble-elephant",
                    "desc": "Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their presence brings to the community.\n\n##### Slow to Anger\nStarting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.\n  When you use either of these reactions, you can spend 1 ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Unyielding Step\nStarting at 6th level, you can spend 1 ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.\n\n##### Decisive in Wrath\nAt 11th level, when you spend 1 ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Thick Hide\nAt 17th level, you can spend 5 ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Still Waters",
                    "slug": "way-of-the-still-waters",
                    "desc": "Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.\n\n##### Perfect Calm\nStarting when you choose this tradition at 3rd level, when you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.\n\n##### Turbulent Waters\nStarting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.\n\n##### Spreading Ripples\nAt 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.\n  When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.\n\n##### Duality of Water\nBeginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.\n\n##### Tempestuous Waters\nAt 17th level, when you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Tipsy Monkey",
                    "slug": "way-of-the-tipsy-monkey",
                    "desc": "Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.\n  Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.\n\n##### Adaptive Fighting\nMonks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.\n\n##### Sway and Strike\nAt 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.\n\n##### Jester Style\nBeginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.\n  When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.\n  You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.\n\n##### Fortune Favors the Fool\nStarting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon's type instead.\n\n##### Stumbling Stance\nAt 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Unerring Arrow",
                    "slug": "way-of-the-unerring-arrow",
                    "desc": "The inner peace of contemplation, the artistry of focused breathing, and the calm awareness which leads to pinpoint accuracy all contribute to the Way of the Unerring Arrow. Some are dedicated soldiers, others walk the path of a wandering warrior-mendicant, but all of them hone their art of self-control, spirituality, and the martial arts, combining unarmed combat with archery. Select this tradition if you want to play a character who is as comfortable trading kicks and blows as they are with snatching an arrow from the air and firing it back in a single motion.\n\n##### Archery Training\nWhen you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.\n  When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.\n\n##### Flurry of Deflection\nAt 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.\n  At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.\n\n##### Needle Eye of Insight\nAt 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.\n\n##### Steel Rain Blossom\nAt 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.\n  In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.\n\n##### Improbable Shot\nAt 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.\n  Alternatively, you can spend 5 ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the *plane shift* or *rope trick* spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Wildcat",
                    "slug": "way-of-the-wildcat",
                    "desc": "Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring.\n\n##### Enhanced Agility\nWhen you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.\n\n##### Feline Reflexes\nAlso at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.\n  You can't benefit from this feature if your speed is 0.\n\n##### Springing Pounce\nStarting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.\n  You can use this feature only once per turn.\n\n##### Improved Feline Reflexes\nStarting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the *fireball* that you avoided. If you end this movement within 5 feet of the source, you can spend 3 ki points to make one unarmed strike against it.\n\n##### Hundred Step Strike\nAt 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.\n  If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending ki, provided you have the movement to do so.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                }
            ],
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "name": "Monk",
            "slug": "monk",
            "desc": "### Unarmored Defense \n \nBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. \n \n### Martial Arts \n \nAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property. \n \nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: \n \n* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. \n* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. \n* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. \n \nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. \n \n### Ki \n \nStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. \n \nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. \n \nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. \n \nSome of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: \n \n**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier \n \n#### Flurry of Blows \n \nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. \n \n#### Patient Defense \n \nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn. \n \n#### Step of the Wind \n \nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. \n \n### Unarmored Movement \n \nStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. \n \nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. \n \n### Monastic Tradition \n \nWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. \n \n### Deflect Missiles \n \nStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. \n \nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. \n \n### Ability Score Improvement \n \nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. \n \n### Slow Fall \n \nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. \n \n### Extra Attack \n \nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. \n \n### Stunning Strike \n \nStarting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. \n \n### Ki-Empowered Strikes \n \nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \n \n### Evasion \n \nAt 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. \n \n### Stillness of Mind \n \nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. \n \n### Purity of Body \n \nAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. \n \n### Tongue of the Sun and Moon \n \nStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. \n \n### Diamond Soul \n \nBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws. \n \nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. \n \n### Timeless Body \n \nAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. \n \n### Empty Body \n \nBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. \n \nAdditionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you can't take any other creatures with you. \n \n### Perfect Self \n \nAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. \n \n### Monastic Traditions \n \nThree traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.",
            "hit_dice": "1d8",
            "hp_at_1st_level": "8 + your Constitution modifier",
            "hp_at_higher_levels": "1d8 (or 5) + your Constitution modifier per monk level after 1st",
            "prof_armor": "None",
            "prof_weapons": "Simple weapons, shortswords",
            "prof_tools": "Choose one type of artisan's tools or one musical instrument",
            "prof_saving_throws": "Strength, Dexterity",
            "prof_skills": "Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth",
            "equipment": "You start with the following equipment, in addition to the equipment granted by your background: \n \n* (*a*) a shortsword or (*b*) any simple weapon \n* (*a*) a dungeoneer's pack or (*b*) an explorer's pack \n* 10 darts",
            "table": "| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features                                         | \n|-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------| \n| 1st   | +2                | 1d4          | -         | -                  | Unarmored Defense, Martial Arts                  | \n| 2nd   | +2                | 1d4          | 2         | +10 ft.            | Ki, Unarmored Movement                           | \n| 3rd   | +2                | 1d4          | 3         | +10 ft.            | Monastic Tradition, Deflect Missiles             | \n| 4th   | +2                | 1d4          | 4         | +10 ft.            | Ability Score Improvement, Slow Fall             | \n| 5th   | +3                | 1d6          | 5         | +10 ft.            | Extra Attack, Stunning Strike                    | \n| 6th   | +3                | 1d6          | 6         | +15 ft.            | Ki-Empowered Strikes, Monastic Tradition Feature | \n| 7th   | +3                | 1d6          | 7         | +15 ft.            | Evasion, Stillness of Mind                       | \n| 8th   | +3                | 1d6          | 8         | +15 ft.            | Ability Score Improvement                        | \n| 9th   | +4                | 1d6          | 9         | +15 ft.            | Unarmored Movement improvement                   | \n| 10th  | +4                | 1d6          | 10        | +20 ft.            | Purity of Body                                   | \n| 11th  | +4                | 1d8          | 11        | +20 ft.            | Monastic Tradition Feature                       | \n| 12th  | +4                | 1d8          | 12        | +20 ft.            | Ability Score Improvement                        | \n| 13th  | +5                | 1d8          | 13        | +20 ft.            | Tongue of the Sun and Moon                       | \n| 14th  | +5                | 1d8          | 14        | +25 ft.            | Diamond Soul                                     | \n| 15th  | +5                | 1d8          | 15        | +25 ft.            | Timeless Body                                    | \n| 16th  | +5                | 1d8          | 16        | +25 ft.            | Ability Score Improvement                        | \n| 17th  | +6                | 1d10         | 17        | +25 ft.            | Monastic Tradition Feature                       | \n| 18th  | +6                | 1d10         | 18        | +30 ft.            | Empty Body                                       | \n| 19th  | +6                | 1d10         | 19        | +30 ft.            | Ability Score Improvement                        | \n| 20th  | +6                | 1d10         | 20        | +30 ft.            | Perfect Self                                     |",
            "spellcasting_ability": "",
            "subtypes_name": "Monastic Traditions",
            "archetypes": [
                {
                    "name": "Way of the Open Hand",
                    "slug": "way-of-the-open-hand",
                    "desc": "Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. \n \n##### Open Hand Technique \n \nStarting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: \n* It must succeed on a Dexterity saving throw or be knocked prone. \n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. \n* It can't take reactions until the end of your next turn. \n \n##### Wholeness of Body \n \nAt 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. \n \n##### Tranquility \n \nBeginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. \n \n##### Quivering Palm \n \nAt 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. \n \nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.",
                    "document__slug": "wotc-srd",
                    "document__title": "5e Core Rules",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
                },
                {
                    "name": "Way of the Cerulean Spirit",
                    "slug": "way-of-the-cerulean-spirit",
                    "desc": "To become a Cerulean Spirit is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to pervert the sanctity of civilization.\nThe monks of the Cerulean Spirit are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.\n\n##### Mystical Erudition\nUpon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cerulean Spirit, allowing you to mystically recall information on history and lore from the monastery’s collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.\n\n##### Extract Aspects\nBeginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level.\n\n##### Extort Truth\nAt 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.\n\n##### Mind of Mercury\nStarting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.\nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.\n\n##### Preternatural Counter\nBeginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.\n\n##### Debilitating Barrage\nUpon reaching 17th level, you’ve gained the knowledge to temporarily alter and lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder.",
                    "document__slug": "taldorei",
                    "document__title": "Critical Role: Tal’Dorei Campaign Setting",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/"
                },
                {
                    "name": "Way of Concordant Motion",
                    "slug": "way-of-concordant-motion",
                    "desc": "The monks of Concordant Motion follow a tradition developed and honed by various goblin and kobold clans that favored tactics involving swarming warriors. The tradition combines tactical disciplines designed to encourage groups to work as one unit with practical strategies for enhancing allies. Where many warrior-monks view ki as a power best kept within, the Way of Concordant Motion teaches its followers to project their ki into their allies through ascetic meditation and mental exercises. Followers of this tradition value teamwork and promote functioning as a cohesive whole above any search for triumph or glory.\n\n##### Cooperative Ki\nStarting when you choose this tradition at 3rd level, when you spend ki on certain features, you can share some of the effects with your allies.\n\n***Flurry of Blows.*** When you spend ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die *+* your Wisdom modifier.\n\n***Patient Defense.*** When you spend ki to use Patient Defense, you can spend 1 additional ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.\n\n***Step of the Wind.*** When you spend ki to use Step of the Wind, you can spend 1 additional ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.\n\n##### Deflect Strike\nAt 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.\n\n##### Coordinated Maneuvers\nStarting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 ki point for each ally you target.\n  In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.\n\n##### Concordant Mind\nAt 17th level, you have mastered the ability to empower your allies with your ki. As an action, you can expend 5 ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Dragon",
                    "slug": "way-of-the-dragon",
                    "desc": "You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long.\n\n##### Draconic Affiliation\nStarting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.\n\n| Dragon              | Associated Skill  | Damage Type | \n|---------------------|-------------------|-------------| \n| Black or Copper     | Stealth           | Acid        | \n| Blue or Bronze      | Insight           | Lightning   | \n| Brass, Gold, or Red | Intimidation      | Fire        | \n| Green               | Deception         | Poison      | \n| Silver or White     | History           | Cold        |\n\nWhen you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.\n\n##### Draconic Onslaught\nAt 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Take Flight\nStarting at 6th level, when you take the Dash action, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Conquering Wyrm\nBeginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.\n\n##### Scales of the Wyrm\nAt 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 ki points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Humble Elephant",
                    "slug": "way-of-the-humble-elephant",
                    "desc": "Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their presence brings to the community.\n\n##### Slow to Anger\nStarting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.\n  When you use either of these reactions, you can spend 1 ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Unyielding Step\nStarting at 6th level, you can spend 1 ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.\n\n##### Decisive in Wrath\nAt 11th level, when you spend 1 ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Thick Hide\nAt 17th level, you can spend 5 ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Still Waters",
                    "slug": "way-of-the-still-waters",
                    "desc": "Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.\n\n##### Perfect Calm\nStarting when you choose this tradition at 3rd level, when you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.\n\n##### Turbulent Waters\nStarting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.\n\n##### Spreading Ripples\nAt 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.\n  When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.\n\n##### Duality of Water\nBeginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.\n\n##### Tempestuous Waters\nAt 17th level, when you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Tipsy Monkey",
                    "slug": "way-of-the-tipsy-monkey",
                    "desc": "Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.\n  Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.\n\n##### Adaptive Fighting\nMonks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.\n\n##### Sway and Strike\nAt 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.\n\n##### Jester Style\nBeginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.\n  When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.\n  You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.\n\n##### Fortune Favors the Fool\nStarting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon's type instead.\n\n##### Stumbling Stance\nAt 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Unerring Arrow",
                    "slug": "way-of-the-unerring-arrow",
                    "desc": "The inner peace of contemplation, the artistry of focused breathing, and the calm awareness which leads to pinpoint accuracy all contribute to the Way of the Unerring Arrow. Some are dedicated soldiers, others walk the path of a wandering warrior-mendicant, but all of them hone their art of self-control, spirituality, and the martial arts, combining unarmed combat with archery. Select this tradition if you want to play a character who is as comfortable trading kicks and blows as they are with snatching an arrow from the air and firing it back in a single motion.\n\n##### Archery Training\nWhen you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.\n  When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.\n\n##### Flurry of Deflection\nAt 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.\n  At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.\n\n##### Needle Eye of Insight\nAt 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.\n\n##### Steel Rain Blossom\nAt 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.\n  In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.\n\n##### Improbable Shot\nAt 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.\n  Alternatively, you can spend 5 ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the *plane shift* or *rope trick* spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Wildcat",
                    "slug": "way-of-the-wildcat",
                    "desc": "Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring.\n\n##### Enhanced Agility\nWhen you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.\n\n##### Feline Reflexes\nAlso at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.\n  You can't benefit from this feature if your speed is 0.\n\n##### Springing Pounce\nStarting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.\n  You can use this feature only once per turn.\n\n##### Improved Feline Reflexes\nStarting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the *fireball* that you avoided. If you end this movement within 5 feet of the source, you can spend 3 ki points to make one unarmed strike against it.\n\n##### Hundred Step Strike\nAt 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.\n  If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending ki, provided you have the movement to do so.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                }
            ],
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "name": "Monk",
            "slug": "monk",
            "desc": "### Unarmored Defense \n \nBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. \n \n### Martial Arts \n \nAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property. \n \nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: \n \n* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. \n* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. \n* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. \n \nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. \n \n### Ki \n \nStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. \n \nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. \n \nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. \n \nSome of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: \n \n**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier \n \n#### Flurry of Blows \n \nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. \n \n#### Patient Defense \n \nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn. \n \n#### Step of the Wind \n \nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. \n \n### Unarmored Movement \n \nStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. \n \nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. \n \n### Monastic Tradition \n \nWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. \n \n### Deflect Missiles \n \nStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. \n \nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. \n \n### Ability Score Improvement \n \nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. \n \n### Slow Fall \n \nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. \n \n### Extra Attack \n \nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. \n \n### Stunning Strike \n \nStarting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. \n \n### Ki-Empowered Strikes \n \nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \n \n### Evasion \n \nAt 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. \n \n### Stillness of Mind \n \nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. \n \n### Purity of Body \n \nAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. \n \n### Tongue of the Sun and Moon \n \nStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. \n \n### Diamond Soul \n \nBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws. \n \nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. \n \n### Timeless Body \n \nAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. \n \n### Empty Body \n \nBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. \n \nAdditionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you can't take any other creatures with you. \n \n### Perfect Self \n \nAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. \n \n### Monastic Traditions \n \nThree traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.",
            "hit_dice": "1d8",
            "hp_at_1st_level": "8 + your Constitution modifier",
            "hp_at_higher_levels": "1d8 (or 5) + your Constitution modifier per monk level after 1st",
            "prof_armor": "None",
            "prof_weapons": "Simple weapons, shortswords",
            "prof_tools": "Choose one type of artisan's tools or one musical instrument",
            "prof_saving_throws": "Strength, Dexterity",
            "prof_skills": "Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth",
            "equipment": "You start with the following equipment, in addition to the equipment granted by your background: \n \n* (*a*) a shortsword or (*b*) any simple weapon \n* (*a*) a dungeoneer's pack or (*b*) an explorer's pack \n* 10 darts",
            "table": "| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features                                         | \n|-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------| \n| 1st   | +2                | 1d4          | -         | -                  | Unarmored Defense, Martial Arts                  | \n| 2nd   | +2                | 1d4          | 2         | +10 ft.            | Ki, Unarmored Movement                           | \n| 3rd   | +2                | 1d4          | 3         | +10 ft.            | Monastic Tradition, Deflect Missiles             | \n| 4th   | +2                | 1d4          | 4         | +10 ft.            | Ability Score Improvement, Slow Fall             | \n| 5th   | +3                | 1d6          | 5         | +10 ft.            | Extra Attack, Stunning Strike                    | \n| 6th   | +3                | 1d6          | 6         | +15 ft.            | Ki-Empowered Strikes, Monastic Tradition Feature | \n| 7th   | +3                | 1d6          | 7         | +15 ft.            | Evasion, Stillness of Mind                       | \n| 8th   | +3                | 1d6          | 8         | +15 ft.            | Ability Score Improvement                        | \n| 9th   | +4                | 1d6          | 9         | +15 ft.            | Unarmored Movement improvement                   | \n| 10th  | +4                | 1d6          | 10        | +20 ft.            | Purity of Body                                   | \n| 11th  | +4                | 1d8          | 11        | +20 ft.            | Monastic Tradition Feature                       | \n| 12th  | +4                | 1d8          | 12        | +20 ft.            | Ability Score Improvement                        | \n| 13th  | +5                | 1d8          | 13        | +20 ft.            | Tongue of the Sun and Moon                       | \n| 14th  | +5                | 1d8          | 14        | +25 ft.            | Diamond Soul                                     | \n| 15th  | +5                | 1d8          | 15        | +25 ft.            | Timeless Body                                    | \n| 16th  | +5                | 1d8          | 16        | +25 ft.            | Ability Score Improvement                        | \n| 17th  | +6                | 1d10         | 17        | +25 ft.            | Monastic Tradition Feature                       | \n| 18th  | +6                | 1d10         | 18        | +30 ft.            | Empty Body                                       | \n| 19th  | +6                | 1d10         | 19        | +30 ft.            | Ability Score Improvement                        | \n| 20th  | +6                | 1d10         | 20        | +30 ft.            | Perfect Self                                     |",
            "spellcasting_ability": "",
            "subtypes_name": "Monastic Traditions",
            "archetypes": [
                {
                    "name": "Way of the Open Hand",
                    "slug": "way-of-the-open-hand",
                    "desc": "Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. \n \n##### Open Hand Technique \n \nStarting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: \n* It must succeed on a Dexterity saving throw or be knocked prone. \n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. \n* It can't take reactions until the end of your next turn. \n \n##### Wholeness of Body \n \nAt 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. \n \n##### Tranquility \n \nBeginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. \n \n##### Quivering Palm \n \nAt 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. \n \nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.",
                    "document__slug": "wotc-srd",
                    "document__title": "5e Core Rules",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
                },
                {
                    "name": "Way of the Cerulean Spirit",
                    "slug": "way-of-the-cerulean-spirit",
                    "desc": "To become a Cerulean Spirit is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to pervert the sanctity of civilization.\nThe monks of the Cerulean Spirit are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.\n\n##### Mystical Erudition\nUpon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cerulean Spirit, allowing you to mystically recall information on history and lore from the monastery’s collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.\n\n##### Extract Aspects\nBeginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level.\n\n##### Extort Truth\nAt 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.\n\n##### Mind of Mercury\nStarting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.\nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.\n\n##### Preternatural Counter\nBeginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.\n\n##### Debilitating Barrage\nUpon reaching 17th level, you’ve gained the knowledge to temporarily alter and lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder.",
                    "document__slug": "taldorei",
                    "document__title": "Critical Role: Tal’Dorei Campaign Setting",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/"
                },
                {
                    "name": "Way of Concordant Motion",
                    "slug": "way-of-concordant-motion",
                    "desc": "The monks of Concordant Motion follow a tradition developed and honed by various goblin and kobold clans that favored tactics involving swarming warriors. The tradition combines tactical disciplines designed to encourage groups to work as one unit with practical strategies for enhancing allies. Where many warrior-monks view ki as a power best kept within, the Way of Concordant Motion teaches its followers to project their ki into their allies through ascetic meditation and mental exercises. Followers of this tradition value teamwork and promote functioning as a cohesive whole above any search for triumph or glory.\n\n##### Cooperative Ki\nStarting when you choose this tradition at 3rd level, when you spend ki on certain features, you can share some of the effects with your allies.\n\n***Flurry of Blows.*** When you spend ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die *+* your Wisdom modifier.\n\n***Patient Defense.*** When you spend ki to use Patient Defense, you can spend 1 additional ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.\n\n***Step of the Wind.*** When you spend ki to use Step of the Wind, you can spend 1 additional ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.\n\n##### Deflect Strike\nAt 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.\n\n##### Coordinated Maneuvers\nStarting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 ki point for each ally you target.\n  In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.\n\n##### Concordant Mind\nAt 17th level, you have mastered the ability to empower your allies with your ki. As an action, you can expend 5 ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Dragon",
                    "slug": "way-of-the-dragon",
                    "desc": "You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long.\n\n##### Draconic Affiliation\nStarting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.\n\n| Dragon              | Associated Skill  | Damage Type | \n|---------------------|-------------------|-------------| \n| Black or Copper     | Stealth           | Acid        | \n| Blue or Bronze      | Insight           | Lightning   | \n| Brass, Gold, or Red | Intimidation      | Fire        | \n| Green               | Deception         | Poison      | \n| Silver or White     | History           | Cold        |\n\nWhen you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.\n\n##### Draconic Onslaught\nAt 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Take Flight\nStarting at 6th level, when you take the Dash action, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Conquering Wyrm\nBeginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.\n\n##### Scales of the Wyrm\nAt 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 ki points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Humble Elephant",
                    "slug": "way-of-the-humble-elephant",
                    "desc": "Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their presence brings to the community.\n\n##### Slow to Anger\nStarting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.\n  When you use either of these reactions, you can spend 1 ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Unyielding Step\nStarting at 6th level, you can spend 1 ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.\n\n##### Decisive in Wrath\nAt 11th level, when you spend 1 ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Thick Hide\nAt 17th level, you can spend 5 ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Still Waters",
                    "slug": "way-of-the-still-waters",
                    "desc": "Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.\n\n##### Perfect Calm\nStarting when you choose this tradition at 3rd level, when you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.\n\n##### Turbulent Waters\nStarting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.\n\n##### Spreading Ripples\nAt 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.\n  When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.\n\n##### Duality of Water\nBeginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.\n\n##### Tempestuous Waters\nAt 17th level, when you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Tipsy Monkey",
                    "slug": "way-of-the-tipsy-monkey",
                    "desc": "Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.\n  Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.\n\n##### Adaptive Fighting\nMonks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.\n\n##### Sway and Strike\nAt 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.\n\n##### Jester Style\nBeginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.\n  When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.\n  You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.\n\n##### Fortune Favors the Fool\nStarting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon's type instead.\n\n##### Stumbling Stance\nAt 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Unerring Arrow",
                    "slug": "way-of-the-unerring-arrow",
                    "desc": "The inner peace of contemplation, the artistry of focused breathing, and the calm awareness which leads to pinpoint accuracy all contribute to the Way of the Unerring Arrow. Some are dedicated soldiers, others walk the path of a wandering warrior-mendicant, but all of them hone their art of self-control, spirituality, and the martial arts, combining unarmed combat with archery. Select this tradition if you want to play a character who is as comfortable trading kicks and blows as they are with snatching an arrow from the air and firing it back in a single motion.\n\n##### Archery Training\nWhen you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.\n  When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.\n\n##### Flurry of Deflection\nAt 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.\n  At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.\n\n##### Needle Eye of Insight\nAt 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.\n\n##### Steel Rain Blossom\nAt 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.\n  In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.\n\n##### Improbable Shot\nAt 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.\n  Alternatively, you can spend 5 ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the *plane shift* or *rope trick* spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Wildcat",
                    "slug": "way-of-the-wildcat",
                    "desc": "Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring.\n\n##### Enhanced Agility\nWhen you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.\n\n##### Feline Reflexes\nAlso at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.\n  You can't benefit from this feature if your speed is 0.\n\n##### Springing Pounce\nStarting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.\n  You can use this feature only once per turn.\n\n##### Improved Feline Reflexes\nStarting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the *fireball* that you avoided. If you end this movement within 5 feet of the source, you can spend 3 ki points to make one unarmed strike against it.\n\n##### Hundred Step Strike\nAt 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.\n  If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending ki, provided you have the movement to do so.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                }
            ],
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "name": "Monk",
            "slug": "monk",
            "desc": "### Unarmored Defense \n \nBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. \n \n### Martial Arts \n \nAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property. \n \nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: \n \n* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. \n* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. \n* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. \n \nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. \n \n### Ki \n \nStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. \n \nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. \n \nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. \n \nSome of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: \n \n**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier \n \n#### Flurry of Blows \n \nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. \n \n#### Patient Defense \n \nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn. \n \n#### Step of the Wind \n \nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. \n \n### Unarmored Movement \n \nStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. \n \nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. \n \n### Monastic Tradition \n \nWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. \n \n### Deflect Missiles \n \nStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. \n \nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. \n \n### Ability Score Improvement \n \nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. \n \n### Slow Fall \n \nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. \n \n### Extra Attack \n \nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. \n \n### Stunning Strike \n \nStarting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. \n \n### Ki-Empowered Strikes \n \nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \n \n### Evasion \n \nAt 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. \n \n### Stillness of Mind \n \nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. \n \n### Purity of Body \n \nAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. \n \n### Tongue of the Sun and Moon \n \nStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. \n \n### Diamond Soul \n \nBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws. \n \nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. \n \n### Timeless Body \n \nAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. \n \n### Empty Body \n \nBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. \n \nAdditionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you can't take any other creatures with you. \n \n### Perfect Self \n \nAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. \n \n### Monastic Traditions \n \nThree traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.",
            "hit_dice": "1d8",
            "hp_at_1st_level": "8 + your Constitution modifier",
            "hp_at_higher_levels": "1d8 (or 5) + your Constitution modifier per monk level after 1st",
            "prof_armor": "None",
            "prof_weapons": "Simple weapons, shortswords",
            "prof_tools": "Choose one type of artisan's tools or one musical instrument",
            "prof_saving_throws": "Strength, Dexterity",
            "prof_skills": "Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth",
            "equipment": "You start with the following equipment, in addition to the equipment granted by your background: \n \n* (*a*) a shortsword or (*b*) any simple weapon \n* (*a*) a dungeoneer's pack or (*b*) an explorer's pack \n* 10 darts",
            "table": "| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features                                         | \n|-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------| \n| 1st   | +2                | 1d4          | -         | -                  | Unarmored Defense, Martial Arts                  | \n| 2nd   | +2                | 1d4          | 2         | +10 ft.            | Ki, Unarmored Movement                           | \n| 3rd   | +2                | 1d4          | 3         | +10 ft.            | Monastic Tradition, Deflect Missiles             | \n| 4th   | +2                | 1d4          | 4         | +10 ft.            | Ability Score Improvement, Slow Fall             | \n| 5th   | +3                | 1d6          | 5         | +10 ft.            | Extra Attack, Stunning Strike                    | \n| 6th   | +3                | 1d6          | 6         | +15 ft.            | Ki-Empowered Strikes, Monastic Tradition Feature | \n| 7th   | +3                | 1d6          | 7         | +15 ft.            | Evasion, Stillness of Mind                       | \n| 8th   | +3                | 1d6          | 8         | +15 ft.            | Ability Score Improvement                        | \n| 9th   | +4                | 1d6          | 9         | +15 ft.            | Unarmored Movement improvement                   | \n| 10th  | +4                | 1d6          | 10        | +20 ft.            | Purity of Body                                   | \n| 11th  | +4                | 1d8          | 11        | +20 ft.            | Monastic Tradition Feature                       | \n| 12th  | +4                | 1d8          | 12        | +20 ft.            | Ability Score Improvement                        | \n| 13th  | +5                | 1d8          | 13        | +20 ft.            | Tongue of the Sun and Moon                       | \n| 14th  | +5                | 1d8          | 14        | +25 ft.            | Diamond Soul                                     | \n| 15th  | +5                | 1d8          | 15        | +25 ft.            | Timeless Body                                    | \n| 16th  | +5                | 1d8          | 16        | +25 ft.            | Ability Score Improvement                        | \n| 17th  | +6                | 1d10         | 17        | +25 ft.            | Monastic Tradition Feature                       | \n| 18th  | +6                | 1d10         | 18        | +30 ft.            | Empty Body                                       | \n| 19th  | +6                | 1d10         | 19        | +30 ft.            | Ability Score Improvement                        | \n| 20th  | +6                | 1d10         | 20        | +30 ft.            | Perfect Self                                     |",
            "spellcasting_ability": "",
            "subtypes_name": "Monastic Traditions",
            "archetypes": [
                {
                    "name": "Way of the Open Hand",
                    "slug": "way-of-the-open-hand",
                    "desc": "Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. \n \n##### Open Hand Technique \n \nStarting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: \n* It must succeed on a Dexterity saving throw or be knocked prone. \n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. \n* It can't take reactions until the end of your next turn. \n \n##### Wholeness of Body \n \nAt 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. \n \n##### Tranquility \n \nBeginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. \n \n##### Quivering Palm \n \nAt 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. \n \nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.",
                    "document__slug": "wotc-srd",
                    "document__title": "5e Core Rules",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
                },
                {
                    "name": "Way of the Cerulean Spirit",
                    "slug": "way-of-the-cerulean-spirit",
                    "desc": "To become a Cerulean Spirit is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to pervert the sanctity of civilization.\nThe monks of the Cerulean Spirit are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.\n\n##### Mystical Erudition\nUpon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cerulean Spirit, allowing you to mystically recall information on history and lore from the monastery’s collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.\n\n##### Extract Aspects\nBeginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level.\n\n##### Extort Truth\nAt 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.\n\n##### Mind of Mercury\nStarting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.\nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.\n\n##### Preternatural Counter\nBeginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.\n\n##### Debilitating Barrage\nUpon reaching 17th level, you’ve gained the knowledge to temporarily alter and lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder.",
                    "document__slug": "taldorei",
                    "document__title": "Critical Role: Tal’Dorei Campaign Setting",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/"
                },
                {
                    "name": "Way of Concordant Motion",
                    "slug": "way-of-concordant-motion",
                    "desc": "The monks of Concordant Motion follow a tradition developed and honed by various goblin and kobold clans that favored tactics involving swarming warriors. The tradition combines tactical disciplines designed to encourage groups to work as one unit with practical strategies for enhancing allies. Where many warrior-monks view ki as a power best kept within, the Way of Concordant Motion teaches its followers to project their ki into their allies through ascetic meditation and mental exercises. Followers of this tradition value teamwork and promote functioning as a cohesive whole above any search for triumph or glory.\n\n##### Cooperative Ki\nStarting when you choose this tradition at 3rd level, when you spend ki on certain features, you can share some of the effects with your allies.\n\n***Flurry of Blows.*** When you spend ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die *+* your Wisdom modifier.\n\n***Patient Defense.*** When you spend ki to use Patient Defense, you can spend 1 additional ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.\n\n***Step of the Wind.*** When you spend ki to use Step of the Wind, you can spend 1 additional ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.\n\n##### Deflect Strike\nAt 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.\n\n##### Coordinated Maneuvers\nStarting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 ki point for each ally you target.\n  In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.\n\n##### Concordant Mind\nAt 17th level, you have mastered the ability to empower your allies with your ki. As an action, you can expend 5 ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Dragon",
                    "slug": "way-of-the-dragon",
                    "desc": "You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long.\n\n##### Draconic Affiliation\nStarting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.\n\n| Dragon              | Associated Skill  | Damage Type | \n|---------------------|-------------------|-------------| \n| Black or Copper     | Stealth           | Acid        | \n| Blue or Bronze      | Insight           | Lightning   | \n| Brass, Gold, or Red | Intimidation      | Fire        | \n| Green               | Deception         | Poison      | \n| Silver or White     | History           | Cold        |\n\nWhen you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.\n\n##### Draconic Onslaught\nAt 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Take Flight\nStarting at 6th level, when you take the Dash action, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Conquering Wyrm\nBeginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.\n\n##### Scales of the Wyrm\nAt 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 ki points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Humble Elephant",
                    "slug": "way-of-the-humble-elephant",
                    "desc": "Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their presence brings to the community.\n\n##### Slow to Anger\nStarting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.\n  When you use either of these reactions, you can spend 1 ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Unyielding Step\nStarting at 6th level, you can spend 1 ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.\n\n##### Decisive in Wrath\nAt 11th level, when you spend 1 ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Thick Hide\nAt 17th level, you can spend 5 ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Still Waters",
                    "slug": "way-of-the-still-waters",
                    "desc": "Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.\n\n##### Perfect Calm\nStarting when you choose this tradition at 3rd level, when you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.\n\n##### Turbulent Waters\nStarting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.\n\n##### Spreading Ripples\nAt 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.\n  When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.\n\n##### Duality of Water\nBeginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.\n\n##### Tempestuous Waters\nAt 17th level, when you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Tipsy Monkey",
                    "slug": "way-of-the-tipsy-monkey",
                    "desc": "Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.\n  Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.\n\n##### Adaptive Fighting\nMonks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.\n\n##### Sway and Strike\nAt 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.\n\n##### Jester Style\nBeginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.\n  When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.\n  You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.\n\n##### Fortune Favors the Fool\nStarting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon's type instead.\n\n##### Stumbling Stance\nAt 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Unerring Arrow",
                    "slug": "way-of-the-unerring-arrow",
                    "desc": "The inner peace of contemplation, the artistry of focused breathing, and the calm awareness which leads to pinpoint accuracy all contribute to the Way of the Unerring Arrow. Some are dedicated soldiers, others walk the path of a wandering warrior-mendicant, but all of them hone their art of self-control, spirituality, and the martial arts, combining unarmed combat with archery. Select this tradition if you want to play a character who is as comfortable trading kicks and blows as they are with snatching an arrow from the air and firing it back in a single motion.\n\n##### Archery Training\nWhen you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.\n  When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.\n\n##### Flurry of Deflection\nAt 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.\n  At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.\n\n##### Needle Eye of Insight\nAt 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.\n\n##### Steel Rain Blossom\nAt 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.\n  In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.\n\n##### Improbable Shot\nAt 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.\n  Alternatively, you can spend 5 ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the *plane shift* or *rope trick* spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Wildcat",
                    "slug": "way-of-the-wildcat",
                    "desc": "Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring.\n\n##### Enhanced Agility\nWhen you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.\n\n##### Feline Reflexes\nAlso at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.\n  You can't benefit from this feature if your speed is 0.\n\n##### Springing Pounce\nStarting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.\n  You can use this feature only once per turn.\n\n##### Improved Feline Reflexes\nStarting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the *fireball* that you avoided. If you end this movement within 5 feet of the source, you can spend 3 ki points to make one unarmed strike against it.\n\n##### Hundred Step Strike\nAt 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.\n  If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending ki, provided you have the movement to do so.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                }
            ],
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "name": "Monk",
            "slug": "monk",
            "desc": "### Unarmored Defense \n \nBeginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. \n \n### Martial Arts \n \nAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property. \n \nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: \n \n* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. \n* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. \n* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. \n \nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon. \n \n### Ki \n \nStarting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. \n \nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. \n \nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. \n \nSome of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: \n \n**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier \n \n#### Flurry of Blows \n \nImmediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. \n \n#### Patient Defense \n \nYou can spend 1 ki point to take the Dodge action as a bonus action on your turn. \n \n#### Step of the Wind \n \nYou can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. \n \n### Unarmored Movement \n \nStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. \n \nAt 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. \n \n### Monastic Tradition \n \nWhen you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. \n \n### Deflect Missiles \n \nStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. \n \nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. \n \n### Ability Score Improvement \n \nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. \n \n### Slow Fall \n \nBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. \n \n### Extra Attack \n \nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. \n \n### Stunning Strike \n \nStarting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. \n \n### Ki-Empowered Strikes \n \nStarting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \n \n### Evasion \n \nAt 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. \n \n### Stillness of Mind \n \nStarting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. \n \n### Purity of Body \n \nAt 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. \n \n### Tongue of the Sun and Moon \n \nStarting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. \n \n### Diamond Soul \n \nBeginning at 14th level, your mastery of ki grants you proficiency in all saving throws. \n \nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. \n \n### Timeless Body \n \nAt 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. \n \n### Empty Body \n \nBeginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. \n \nAdditionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you can't take any other creatures with you. \n \n### Perfect Self \n \nAt 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. \n \n### Monastic Traditions \n \nThree traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.",
            "hit_dice": "1d8",
            "hp_at_1st_level": "8 + your Constitution modifier",
            "hp_at_higher_levels": "1d8 (or 5) + your Constitution modifier per monk level after 1st",
            "prof_armor": "None",
            "prof_weapons": "Simple weapons, shortswords",
            "prof_tools": "Choose one type of artisan's tools or one musical instrument",
            "prof_saving_throws": "Strength, Dexterity",
            "prof_skills": "Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth",
            "equipment": "You start with the following equipment, in addition to the equipment granted by your background: \n \n* (*a*) a shortsword or (*b*) any simple weapon \n* (*a*) a dungeoneer's pack or (*b*) an explorer's pack \n* 10 darts",
            "table": "| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features                                         | \n|-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------| \n| 1st   | +2                | 1d4          | -         | -                  | Unarmored Defense, Martial Arts                  | \n| 2nd   | +2                | 1d4          | 2         | +10 ft.            | Ki, Unarmored Movement                           | \n| 3rd   | +2                | 1d4          | 3         | +10 ft.            | Monastic Tradition, Deflect Missiles             | \n| 4th   | +2                | 1d4          | 4         | +10 ft.            | Ability Score Improvement, Slow Fall             | \n| 5th   | +3                | 1d6          | 5         | +10 ft.            | Extra Attack, Stunning Strike                    | \n| 6th   | +3                | 1d6          | 6         | +15 ft.            | Ki-Empowered Strikes, Monastic Tradition Feature | \n| 7th   | +3                | 1d6          | 7         | +15 ft.            | Evasion, Stillness of Mind                       | \n| 8th   | +3                | 1d6          | 8         | +15 ft.            | Ability Score Improvement                        | \n| 9th   | +4                | 1d6          | 9         | +15 ft.            | Unarmored Movement improvement                   | \n| 10th  | +4                | 1d6          | 10        | +20 ft.            | Purity of Body                                   | \n| 11th  | +4                | 1d8          | 11        | +20 ft.            | Monastic Tradition Feature                       | \n| 12th  | +4                | 1d8          | 12        | +20 ft.            | Ability Score Improvement                        | \n| 13th  | +5                | 1d8          | 13        | +20 ft.            | Tongue of the Sun and Moon                       | \n| 14th  | +5                | 1d8          | 14        | +25 ft.            | Diamond Soul                                     | \n| 15th  | +5                | 1d8          | 15        | +25 ft.            | Timeless Body                                    | \n| 16th  | +5                | 1d8          | 16        | +25 ft.            | Ability Score Improvement                        | \n| 17th  | +6                | 1d10         | 17        | +25 ft.            | Monastic Tradition Feature                       | \n| 18th  | +6                | 1d10         | 18        | +30 ft.            | Empty Body                                       | \n| 19th  | +6                | 1d10         | 19        | +30 ft.            | Ability Score Improvement                        | \n| 20th  | +6                | 1d10         | 20        | +30 ft.            | Perfect Self                                     |",
            "spellcasting_ability": "",
            "subtypes_name": "Monastic Traditions",
            "archetypes": [
                {
                    "name": "Way of the Open Hand",
                    "slug": "way-of-the-open-hand",
                    "desc": "Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. \n \n##### Open Hand Technique \n \nStarting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: \n* It must succeed on a Dexterity saving throw or be knocked prone. \n* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. \n* It can't take reactions until the end of your next turn. \n \n##### Wholeness of Body \n \nAt 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. \n \n##### Tranquility \n \nBeginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. \n \n##### Quivering Palm \n \nAt 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. \n \nYou can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.",
                    "document__slug": "wotc-srd",
                    "document__title": "5e Core Rules",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
                },
                {
                    "name": "Way of the Cerulean Spirit",
                    "slug": "way-of-the-cerulean-spirit",
                    "desc": "To become a Cerulean Spirit is to give one’s self to the quest for unveiling life’s mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to pervert the sanctity of civilization.\nThe monks of the Cerulean Spirit are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.\n\n##### Mystical Erudition\nUpon choosing this tradition at 3rd level, you’ve undergone extensive training with the Cerulean Spirit, allowing you to mystically recall information on history and lore from the monastery’s collected volumes. Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check, you can spend 1 ki point to gain advantage on the roll.\nIn addition, you learn one language of your choice. You gain additional languages at 11th and 17th level.\n\n##### Extract Aspects\nBeginning at 3rd level when choosing this tradition, when you pummel an opponent and connect with multiple pressure points, you can extract crucial information about your foe. Whenever you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.\nUpon reaching 6th level, if the target fails their saving throw, you can choose two aspects to learn. This increases to three aspects at 11th level, and four aspects at 17th level.\n\n##### Extort Truth\nAt 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you manage to hit a single creature with two or more attacks in one round, you can spend 2 ki points to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute. You know if they succeeded or failed on their saving throw.\nAn affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.\n\n##### Mind of Mercury\nStarting at 6th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. You can take a number of additional reactions each round equal to your Intelligence modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.\nIn addition, whenever you make an Intelligence (Investigation) check, you can spend 1 ki point to gain advantage on the roll.\n\n##### Preternatural Counter\nBeginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.\n\n##### Debilitating Barrage\nUpon reaching 17th level, you’ve gained the knowledge to temporarily alter and lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a single creature with three or more attacks in one round, you can spend 3 ki points to give the creature disadvantage to their attack rolls until the end of your next turn, and they must make a Constitution saving throw. On a failure, the creature suffers vulnerability to a damage type of your choice for 1 minute, or until after they take any damage of that type.\nCreatures with resistance or immunity to the chosen damage type do not suffer this vulnerability, which is revealed after the damage type is chosen. You can select the damage type from the following list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder.",
                    "document__slug": "taldorei",
                    "document__title": "Critical Role: Tal’Dorei Campaign Setting",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/"
                },
                {
                    "name": "Way of Concordant Motion",
                    "slug": "way-of-concordant-motion",
                    "desc": "The monks of Concordant Motion follow a tradition developed and honed by various goblin and kobold clans that favored tactics involving swarming warriors. The tradition combines tactical disciplines designed to encourage groups to work as one unit with practical strategies for enhancing allies. Where many warrior-monks view ki as a power best kept within, the Way of Concordant Motion teaches its followers to project their ki into their allies through ascetic meditation and mental exercises. Followers of this tradition value teamwork and promote functioning as a cohesive whole above any search for triumph or glory.\n\n##### Cooperative Ki\nStarting when you choose this tradition at 3rd level, when you spend ki on certain features, you can share some of the effects with your allies.\n\n***Flurry of Blows.*** When you spend ki to use Flurry of Blows, you can use a bonus action to empower up to two allies you can see within 30 feet of you instead of making two unarmed strikes. The next time an empowered ally hits a creature with an attack before the start of your next turn, the ally's attack deals extra damage of the attack's type equal to a roll of your Martial Arts die *+* your Wisdom modifier.\n\n***Patient Defense.*** When you spend ki to use Patient Defense, you can spend 1 additional ki point to share this defense with one ally you can see within 30 feet of you. That ally can immediately use the Dodge action as a reaction.\n\n***Step of the Wind.*** When you spend ki to use Step of the Wind, you can spend 1 additional ki point to share your mobility with one ally you can see within 30 feet of you. That ally can use a reaction to immediately move up to half its speed. This movement doesn't provoke opportunity attacks.\n\n##### Deflect Strike\nAt 6th level, when an ally you can see within 30 feet is hit by a melee attack, you can spend 2 ki points as a reaction to move up to half your speed toward the ally. If you move to within 5 feet of the ally, the damage the ally takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If this reduces the damage to 0, you can immediately make one unarmed strike against the attacker.\n\n##### Coordinated Maneuvers\nStarting at 11th level, when you use your Cooperative Ki feature to share your Patient Defense or Step of the Wind, you can target a number of allies equal to your proficiency bonus. You must spend 1 ki point for each ally you target.\n  In addition, when you use your Cooperative Ki feature to empower your allies with your Flurry of Blows, you can make two unarmed strikes as part of the same bonus action.\n\n##### Concordant Mind\nAt 17th level, you have mastered the ability to empower your allies with your ki. As an action, you can expend 5 ki points and empower each ally of your choice within 30 feet of you. Each empowered ally immediately gains the benefits of all three of your Cooperative Ki features. This allows each empowered ally to both move and take the Dodge action as a reaction. Once you use this feature, you can't use it again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Dragon",
                    "slug": "way-of-the-dragon",
                    "desc": "You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long.\n\n##### Draconic Affiliation\nStarting when you choose this tradition at 3rd level, you feel an affinity for one type of dragon, which you choose from the Draconic Affiliation table. You model your fighting style to match that type of dragon, and some of the features you gain from following this Way depend upon the affiliation you chose.\n\n| Dragon              | Associated Skill  | Damage Type | \n|---------------------|-------------------|-------------| \n| Black or Copper     | Stealth           | Acid        | \n| Blue or Bronze      | Insight           | Lightning   | \n| Brass, Gold, or Red | Intimidation      | Fire        | \n| Green               | Deception         | Poison      | \n| Silver or White     | History           | Cold        |\n\nWhen you make your selection, you gain proficiency in the dragon's associated skill, and you gain resistance to the listed damage type. If you already have this skill proficiency, you double your proficiency bonus with that skill.\n\n##### Draconic Onslaught\nAt 3rd level, when you use Step of the Wind then hit with an attack, the attack deals an extra 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Take Flight\nStarting at 6th level, when you take the Dash action, you can spend 1 ki point to gain a flying speed equal to your walking speed until the end of your turn. While you are flying, a creature that hits you with an opportunity attack takes 2d6 damage of the type associated with your Draconic Affiliation.\n\n##### Conquering Wyrm\nBeginning at 11th level, when you take the Attack action after using Step of the Wind in the same turn, you can spend an extra 2 ki points to replace your first attack with one unarmed strike against each creature within 5 feet of the space in which you end your movement. On a hit, your unarmed strike deals an extra 4d6 of the type associated with your Draconic Affiliation. You can't use this feature and your Draconic Onslaught feature in the same round.\n\n##### Scales of the Wyrm\nAt 17th level, you can harden yourself against harm like the eldest of dragons. On your turn, you can spend 4 ki points to increase your Armor Class by 2, gain temporary hit points equal to your monk level, and gain immunity to the frightened condition for 10 minutes. For the duration, when you take damage of the type associated with your Draconic Affiliation, you can use your reaction to reduce the damage you take from that source to 0.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Humble Elephant",
                    "slug": "way-of-the-humble-elephant",
                    "desc": "Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their presence brings to the community.\n\n##### Slow to Anger\nStarting when you choose this tradition at 3rd level, when you use Patient Defense and an attack hits you, you can use your reaction to halve the damage that you take. When you use Patient Defense and a melee attack made by a creature within your reach misses you, you can use your reaction to force the target to make a Strength saving throw. On a failure, the target is knocked prone.\n  When you use either of these reactions, you can spend 1 ki point. If you do, your first melee weapon attack that hits before the end of your next turn deals extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Unyielding Step\nStarting at 6th level, you can spend 1 ki point on your turn to ignore difficult terrain for 1 minute or until you are incapacitated. For the duration, your speed can't be reduced below 15 feet. If you use this feature while grappled, the creature can use its reaction to move with you whenever you move; otherwise, the grapple ends. If you use this feature while restrained but not grappled, such as by a spider's web, you break free from the restraining material unless it is capable of moving with you.\n\n##### Decisive in Wrath\nAt 11th level, when you spend 1 ki point as part of your Slow to Anger feature, all of your melee weapon attacks that hit before the end of your next turn deal extra damage equal to one roll of your Martial Arts die + your Wisdom modifier.\n\n##### Thick Hide\nAt 17th level, you can spend 5 ki points as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Still Waters",
                    "slug": "way-of-the-still-waters",
                    "desc": "Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.\n\n##### Perfect Calm\nStarting when you choose this tradition at 3rd level, when you spend a ki point on Flurry of Blows, Patient Defense, or Step of the Wind, you also have advantage on one saving throw of your choice that you make before the end of your next turn.\n\n##### Turbulent Waters\nStarting at 3rd level, when an attack made by a hostile creature misses you or you succeed on a saving throw, you can use your reaction to gain a Turbulence die, which is the same type as your Martial Arts die. You can have a maximum number of Turbulence dice equal to your proficiency bonus. When you hit with an attack, you can roll any number of Turbulence dice and add the total result to the damage you deal. Turbulence dice that result in a 1 or 2 are expended, otherwise you don't expend Turbulence dice when you add them to the damage you deal. You lose all accumulated Turbulence dice when you haven't made an attack or been the target of an attack by a hostile creature for 1 minute.\n\n##### Spreading Ripples\nAt 6th level, when a creature within 10 feet of you and friendly to you is hit by an attack or fails a saving throw, you can use your reaction to gain a Turbulence die.\n  When you hit with an attack and use two or more Turbulence dice on the attack's damage, you can choose one creature within 10 feet of your target that you can see. That creature takes damage equal to the roll of one of the Turbulence dice you rolled. If you spend 1 ki point, you can instead choose any number of creatures within 10 feet of your target to take that amount of damage.\n\n##### Duality of Water\nBeginning at 11th level, when you have no Turbulence dice, you have advantage on saving throws against being frightened, and you have resistance to fire damage. When you have at least one Turbulence die, you have advantage on saving throws against being charmed, and you have resistance to cold damage.\n\n##### Tempestuous Waters\nAt 17th level, when you spend any number of ki points, you can also choose to gain an equal number of Turbulence dice, up to your proficiency bonus.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Tipsy Monkey",
                    "slug": "way-of-the-tipsy-monkey",
                    "desc": "Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.\n  Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.\n\n##### Adaptive Fighting\nMonks of the Way of the Tipsy Monkey keep their foes off-balance by using unexpected things as weapons. Starting when you choose this tradition at 3rd level, you are proficient with improvised weapons, and you can treat them as monk weapons. When you use a magic item as an improvised weapon, you gain a bonus to attack and damage rolls with that improvised weapon based on the magic item's rarity: +1 for uncommon, +2 for rare, or +3 for very rare. At the GM's discretion, some magic items, such as rings or other magical jewelry, might not be viable as improvised weapons.\n\n##### Sway and Strike\nAt 3rd level, your unpredictable movements let you take advantage of more openings. Once per round when an enemy provokes an opportunity attack from you, you can spend 1 ki point to make an opportunity attack without spending your reaction. If this attack hits, you can force the target to roll a Strength saving throw. On a failure, it falls prone.\n\n##### Jester Style\nBeginning at 6th level, when an attacker that you can see hits you with a weapon attack, you can use your reaction to halve the damage that you take.\n  When you are prone, you don't have disadvantage on attack rolls, and enemies within 5 feet of you don't have advantage on attack rolls against you. You can stand up without spending movement anytime you spend ki on your turn.\n  You have advantage on any ability check or saving throw you make to escape from a grapple. If you fail to escape a grapple, you can spend 1 ki point to succeed instead.\n\n##### Fortune Favors the Fool\nStarting at 11th level, when you miss with an attack on your turn, the next attack you make that hits a target before the end of your turn deals an extra 1d6 damage of the weapon's type. If you make that attack using an improvised weapon, it deals an extra 1d10 damage of the weapon's type instead.\n\n##### Stumbling Stance\nAt 17th level, your staggering movements make you dangerous at a distance and make it difficult for foes to safely move away from you. If your speed is not 0, your reach is extended by 5 feet, and you have advantage on opportunity attacks.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Unerring Arrow",
                    "slug": "way-of-the-unerring-arrow",
                    "desc": "The inner peace of contemplation, the artistry of focused breathing, and the calm awareness which leads to pinpoint accuracy all contribute to the Way of the Unerring Arrow. Some are dedicated soldiers, others walk the path of a wandering warrior-mendicant, but all of them hone their art of self-control, spirituality, and the martial arts, combining unarmed combat with archery. Select this tradition if you want to play a character who is as comfortable trading kicks and blows as they are with snatching an arrow from the air and firing it back in a single motion.\n\n##### Archery Training\nWhen you choose this tradition at 3rd level, your particular martial arts training guides you to master the use of bows. The shortbow and longbow are monk weapons for you. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with shortbows or longbows.\n  When you make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose for the unarmed strike to deal piercing damage as you jab the target with an arrow.\n\n##### Flurry of Deflection\nAt 3rd level, you get additional reactions equal to your proficiency bonus, but these reactions can be used only for your Deflect Missiles monk class feature. If you reduce the damage of the ranged weapon attack to 0 and the missile can be fired with a shortbow or longbow, you can spend 1 ki point to make a ranged attack with your shortbow or longbow, using the missile you caught as ammunition.\n  At 9th level, when you use Deflect Missiles, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your monk level.\n\n##### Needle Eye of Insight\nAt 6th level, your attacks with shortbows and longbows count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make a ranged attack with a shortbow or longbow, you can spend 1 ki point to cause your ranged attacks to ignore half cover and three-quarters cover until the start of your next turn.\n\n##### Steel Rain Blossom\nAt 11th level, you can fire arrows in a deadly rain. While wielding a shortbow or longbow, you can use an action to fire an arcing arrow at a point you can see within your weapon's normal range. As the arrow descends onto the point, it magically replicates into dozens of arrows. Each creature within 15 feet of that point must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Martial Arts die. A creature behind total cover automatically succeeds on this saving throw. You can increase the steel rain's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by one Martial Arts die.\n  In addition, when you would make an unarmed strike as a bonus action as part of your Martial Arts feature or as part of a Flurry of Blows, you can choose to make a ranged attack with a shortbow or longbow instead.\n\n##### Improbable Shot\nAt 17th level, when you use your Needle Eye of Insight feature to ignore cover, you can spend 3 ki points to ignore all forms of cover instead. The arrow even passes through solid barriers, provided you have seen the target within the past minute and it is within your weapon's normal range.\n  Alternatively, you can spend 5 ki points to strike a target you have seen within the past minute that is now on a different plane or in an extradimensional space, such as through the *plane shift* or *rope trick* spells or a phase spider's Ethereal Jaunt trait. If you do so, you can't use this feature in this way again until you finish a long rest.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                },
                {
                    "name": "Way of the Wildcat",
                    "slug": "way-of-the-wildcat",
                    "desc": "Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring.\n\n##### Enhanced Agility\nWhen you choose this tradition at 3rd level, you gain proficiency in the Acrobatics skill if you don't already have it. When you move at least 10 feet on your turn, you have advantage on the next Dexterity (Acrobatics) check you make before the start of your next turn.\n\n##### Feline Reflexes\nAlso at 3rd level, the inner power infusing your reflexes augments your nimbleness and makes it harder to hit you. When a creature you can see misses you with an attack, the next attack against you before the start of your next turn is made with disadvantage. This can happen only once each turn. If you spend 2 ki points when a creature you can see misses you with an attack, you can take the Dodge action as a reaction instead.\n  You can't benefit from this feature if your speed is 0.\n\n##### Springing Pounce\nStarting at 6th level, when you move at least 10 feet straight toward a creature and hit it with an attack on the same turn, you can spend 1 ki point to channel your momentum into your attack, dealing extra damage or pushing the target (your choice). If dealing extra damage, the attack deals extra damage of the weapon's type equal to a roll of your Martial Arts die + your Wisdom modifier. If pushing the target, the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If you used Step of the Wind to Dash before making the attack, the target has disadvantage on the saving throw.\n  You can use this feature only once per turn.\n\n##### Improved Feline Reflexes\nStarting at 11th level, when you take no damage after succeeding on a Dexterity saving throw as a result of the Evasion monk class feature, you can use your reaction to move up to half your speed toward the source of the effect, such as the dragon or spellcaster that exhaled the lightning or cast the *fireball* that you avoided. If you end this movement within 5 feet of the source, you can spend 3 ki points to make one unarmed strike against it.\n\n##### Hundred Step Strike\nAt 17th level, you can use your Springing Pounce feature as many times each turn as you want, provided you have the movement and attacks to do so. You must still spend 1 ki point each time you channel your momentum into your attack. Each time you move after hitting a creature in this way, you don't provoke opportunity attacks. If you miss an attack, further movement provokes opportunity attacks as normal.\n  If you use Flurry of Blows with Springing Pounce and hit a different creature with each attack, you can make one additional Springing Pounce attack without spending ki, provided you have the movement to do so.",
                    "document__slug": "toh",
                    "document__title": "Tome of Heroes",
                    "document__license_url": "http://open5e.com/legal",
                    "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
                }
            ],
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        }
    ]
}